harfang

package module
v0.3.2 Latest Latest
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Published: Jun 17, 2022 License: GPL-3.0 Imports: 4 Imported by: 0

README

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Go Doc Go Report Card

Harfang for GO

3D real time visualization framework

Harfang is a 3D real time visualization framework for the industry, the education and for scientists. It grants developpers the ability to create applications ranging from data visualization to games.

See https://www.harfang3d.com/license for licensing terms.

Quickstart

  1. Download the tutorials https://github.com/harfang3d/tutorials-hg2 and unzip them to your computer (eg. d:/tutorials-hg2).
  2. To compile the tutorial resources, download assetc for your platform: https://www.harfang3d.com/releases/
  3. Drag and drop the tutorial resources folder on the `assetc executable -OR- execute assetc passing it the path to the tutorial resources folder (eg. assetc d:/tutorials-hg2/resources).

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After the compilation process finishes, you should see a resources_compiled folder next to the resources folder. You can now execute the tutorials from the folder you unzipped them to.

D:\tutorials-hg2>go run draw_lines.go

Alternatively you can open the tutorial folder and run the provided debug targets using Visual Studio Code

Screenshots

The following screenshots were captured on a 2070RTX in 1080P running at 60FPS, GI is performed using screen space raytracing and does not require RTX capable hardware.

Cyber City (CyberPunk City, CyberPunk Girl and Robot R32 by art-equilibrium, ILranch and ZeroArt3d)

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Sun Temple (Sun Temple, courtesy of the Open Research Content Archive)

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Cafe Exterior (Bistro, courtesy of the Open Research Content Archive)

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Sponza Atrium (Sponza Atrium GLTF, courtesy of Crytek/Themaister)

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Features

Scene API

  • Node & component based
  • Performance oriented

Rendering pipeline

  • Low-spec PBR rendering pipeline
  • High-spec 'AAA' rendering pipeline (screen space GI & reflection)
  • Support of user pipeline shaders

VR API

  • VR support via OpenVR/SteamVR with Eye tracking
  • Compatible with the HTC Vive/Vive Pro, Valve Index, Lenovo Explorer, Oculus Rift S

Physics API

  • Rigid bodies, collisions, mechanical constraints
  • Ray casting
  • Fast & accurate

Audio API

  • Play/stream WAV/OGG formats
  • 3D audio spatialization

More information on https://www.harfang3d.com/

Documentation

Index

Constants

This section is empty.

Variables

View Source
var (
	// LLNormal ...
	LLNormal = LogLevel(C.GetLogLevel(0))
	// LLWarning ...
	LLWarning = LogLevel(C.GetLogLevel(1))
	// LLError ...
	LLError = LogLevel(C.GetLogLevel(2))
	// LLDebug ...
	LLDebug = LogLevel(C.GetLogLevel(3))
	// LLAll ...
	LLAll = LogLevel(C.GetLogLevel(4))
)
View Source
var (
	// SMStart ...
	SMStart = SeekMode(C.GetSeekMode(0))
	// SMCurrent ...
	SMCurrent = SeekMode(C.GetSeekMode(1))
	// SMEnd ...
	SMEnd = SeekMode(C.GetSeekMode(2))
)
View Source
var (
	// DEFile ...
	DEFile = DirEntryType(C.GetDirEntryType(0))
	// DEDir ...
	DEDir = DirEntryType(C.GetDirEntryType(1))
	// DELink ...
	DELink = DirEntryType(C.GetDirEntryType(2))
	// DEAll ...
	DEAll = DirEntryType(C.GetDirEntryType(3))
)
View Source
var (
	// ROZYX ...
	ROZYX = RotationOrder(C.GetRotationOrder(0))
	// ROYZX ...
	ROYZX = RotationOrder(C.GetRotationOrder(1))
	// ROZXY ...
	ROZXY = RotationOrder(C.GetRotationOrder(2))
	// ROXZY ...
	ROXZY = RotationOrder(C.GetRotationOrder(3))
	// ROYXZ ...
	ROYXZ = RotationOrder(C.GetRotationOrder(4))
	// ROXYZ ...
	ROXYZ = RotationOrder(C.GetRotationOrder(5))
	// ROXY ...
	ROXY = RotationOrder(C.GetRotationOrder(6))
	// RODefault ...
	RODefault = RotationOrder(C.GetRotationOrder(7))
)
View Source
var (
	// AX ...
	AX = Axis(C.GetAxis(0))
	// AY ...
	AY = Axis(C.GetAxis(1))
	// AZ ...
	AZ = Axis(C.GetAxis(2))
	// ARotX ...
	ARotX = Axis(C.GetAxis(3))
	// ARotY ...
	ARotY = Axis(C.GetAxis(4))
	// ARotZ ...
	ARotZ = Axis(C.GetAxis(5))
	// ALast ...
	ALast = Axis(C.GetAxis(6))
)
View Source
var (
	// VOutside ...
	VOutside = Visibility(C.GetVisibility(0))
	// VInside ...
	VInside = Visibility(C.GetVisibility(1))
	// VClipped ...
	VClipped = Visibility(C.GetVisibility(2))
)
View Source
var (
	// MR0 ...
	MR0 = MonitorRotation(C.GetMonitorRotation(0))
	// MR90 ...
	MR90 = MonitorRotation(C.GetMonitorRotation(1))
	// MR180 ...
	MR180 = MonitorRotation(C.GetMonitorRotation(2))
	// MR270 ...
	MR270 = MonitorRotation(C.GetMonitorRotation(3))
)
View Source
var (
	// WVWindowed ...
	WVWindowed = WindowVisibility(C.GetWindowVisibility(0))
	// WVUndecorated ...
	WVUndecorated = WindowVisibility(C.GetWindowVisibility(1))
	// WVFullscreen ...
	WVFullscreen = WindowVisibility(C.GetWindowVisibility(2))
	// WVHidden ...
	WVHidden = WindowVisibility(C.GetWindowVisibility(3))
	// WVFullscreenMonitor1 ...
	WVFullscreenMonitor1 = WindowVisibility(C.GetWindowVisibility(4))
	// WVFullscreenMonitor2 ...
	WVFullscreenMonitor2 = WindowVisibility(C.GetWindowVisibility(5))
	// WVFullscreenMonitor3 ...
	WVFullscreenMonitor3 = WindowVisibility(C.GetWindowVisibility(6))
)
View Source
var (
	// PFRGB24 ...
	PFRGB24 = PictureFormat(C.GetPictureFormat(0))
	// PFRGBA32 ...
	PFRGBA32 = PictureFormat(C.GetPictureFormat(1))
	// PFRGBA32F ...
	PFRGBA32F = PictureFormat(C.GetPictureFormat(2))
)
View Source
var (
	// RTNoop ...
	RTNoop = RendererType(C.GetRendererType(0))
	// RTDirect3D9 ...
	RTDirect3D9 = RendererType(C.GetRendererType(1))
	// RTDirect3D11 ...
	RTDirect3D11 = RendererType(C.GetRendererType(2))
	// RTDirect3D12 ...
	RTDirect3D12 = RendererType(C.GetRendererType(3))
	// RTGnm ...
	RTGnm = RendererType(C.GetRendererType(4))
	// RTMetal ...
	RTMetal = RendererType(C.GetRendererType(5))
	// RTNvn ...
	RTNvn = RendererType(C.GetRendererType(6))
	// RTOpenGLES ...
	RTOpenGLES = RendererType(C.GetRendererType(7))
	// RTOpenGL ...
	RTOpenGL = RendererType(C.GetRendererType(8))
	// RTVulkan ...
	RTVulkan = RendererType(C.GetRendererType(9))
	// RTCount ...
	RTCount = RendererType(C.GetRendererType(10))
)
View Source
var (
	// TFBC1 ...
	TFBC1 = TextureFormat(C.GetTextureFormat(0))
	// TFBC2 ...
	TFBC2 = TextureFormat(C.GetTextureFormat(1))
	// TFBC3 ...
	TFBC3 = TextureFormat(C.GetTextureFormat(2))
	// TFBC4 ...
	TFBC4 = TextureFormat(C.GetTextureFormat(3))
	// TFBC5 ...
	TFBC5 = TextureFormat(C.GetTextureFormat(4))
	// TFBC6H ...
	TFBC6H = TextureFormat(C.GetTextureFormat(5))
	// TFBC7 ...
	TFBC7 = TextureFormat(C.GetTextureFormat(6))
	// TFETC1 ...
	TFETC1 = TextureFormat(C.GetTextureFormat(7))
	// TFETC2 ...
	TFETC2 = TextureFormat(C.GetTextureFormat(8))
	// TFETC2A ...
	TFETC2A = TextureFormat(C.GetTextureFormat(9))
	// TFETC2A1 ...
	TFETC2A1 = TextureFormat(C.GetTextureFormat(10))
	// TFPTC12 ...
	TFPTC12 = TextureFormat(C.GetTextureFormat(11))
	// TFPTC14 ...
	TFPTC14 = TextureFormat(C.GetTextureFormat(12))
	// TFPTC12A ...
	TFPTC12A = TextureFormat(C.GetTextureFormat(13))
	// TFPTC14A ...
	TFPTC14A = TextureFormat(C.GetTextureFormat(14))
	// TFPTC22 ...
	TFPTC22 = TextureFormat(C.GetTextureFormat(15))
	// TFPTC24 ...
	TFPTC24 = TextureFormat(C.GetTextureFormat(16))
	// TFATC ...
	TFATC = TextureFormat(C.GetTextureFormat(17))
	// TFATCE ...
	TFATCE = TextureFormat(C.GetTextureFormat(18))
	// TFATCI ...
	TFATCI = TextureFormat(C.GetTextureFormat(19))
	// TFASTC4x4 ...
	TFASTC4x4 = TextureFormat(C.GetTextureFormat(20))
	// TFASTC5x5 ...
	TFASTC5x5 = TextureFormat(C.GetTextureFormat(21))
	// TFASTC6x6 ...
	TFASTC6x6 = TextureFormat(C.GetTextureFormat(22))
	// TFASTC8x5 ...
	TFASTC8x5 = TextureFormat(C.GetTextureFormat(23))
	// TFASTC8x6 ...
	TFASTC8x6 = TextureFormat(C.GetTextureFormat(24))
	// TFASTC10x5 ...
	TFASTC10x5 = TextureFormat(C.GetTextureFormat(25))
	// TFUnknown ...
	TFUnknown = TextureFormat(C.GetTextureFormat(26))
	// TFR1 ...
	TFR1 = TextureFormat(C.GetTextureFormat(27))
	// TFA8 ...
	TFA8 = TextureFormat(C.GetTextureFormat(28))
	// TFR8 ...
	TFR8 = TextureFormat(C.GetTextureFormat(29))
	// TFR8I ...
	TFR8I = TextureFormat(C.GetTextureFormat(30))
	// TFR8U ...
	TFR8U = TextureFormat(C.GetTextureFormat(31))
	// TFR8S ...
	TFR8S = TextureFormat(C.GetTextureFormat(32))
	// TFR16 ...
	TFR16 = TextureFormat(C.GetTextureFormat(33))
	// TFR16I ...
	TFR16I = TextureFormat(C.GetTextureFormat(34))
	// TFR16U ...
	TFR16U = TextureFormat(C.GetTextureFormat(35))
	// TFR16F ...
	TFR16F = TextureFormat(C.GetTextureFormat(36))
	// TFR16S ...
	TFR16S = TextureFormat(C.GetTextureFormat(37))
	// TFR32I ...
	TFR32I = TextureFormat(C.GetTextureFormat(38))
	// TFR32U ...
	TFR32U = TextureFormat(C.GetTextureFormat(39))
	// TFR32F ...
	TFR32F = TextureFormat(C.GetTextureFormat(40))
	// TFRG8 ...
	TFRG8 = TextureFormat(C.GetTextureFormat(41))
	// TFRG8I ...
	TFRG8I = TextureFormat(C.GetTextureFormat(42))
	// TFRG8U ...
	TFRG8U = TextureFormat(C.GetTextureFormat(43))
	// TFRG8S ...
	TFRG8S = TextureFormat(C.GetTextureFormat(44))
	// TFRG16 ...
	TFRG16 = TextureFormat(C.GetTextureFormat(45))
	// TFRG16I ...
	TFRG16I = TextureFormat(C.GetTextureFormat(46))
	// TFRG16U ...
	TFRG16U = TextureFormat(C.GetTextureFormat(47))
	// TFRG16F ...
	TFRG16F = TextureFormat(C.GetTextureFormat(48))
	// TFRG16S ...
	TFRG16S = TextureFormat(C.GetTextureFormat(49))
	// TFRG32I ...
	TFRG32I = TextureFormat(C.GetTextureFormat(50))
	// TFRG32U ...
	TFRG32U = TextureFormat(C.GetTextureFormat(51))
	// TFRG32F ...
	TFRG32F = TextureFormat(C.GetTextureFormat(52))
	// TFRGB8 ...
	TFRGB8 = TextureFormat(C.GetTextureFormat(53))
	// TFRGB8I ...
	TFRGB8I = TextureFormat(C.GetTextureFormat(54))
	// TFRGB8U ...
	TFRGB8U = TextureFormat(C.GetTextureFormat(55))
	// TFRGB8S ...
	TFRGB8S = TextureFormat(C.GetTextureFormat(56))
	// TFRGB9E5F ...
	TFRGB9E5F = TextureFormat(C.GetTextureFormat(57))
	// TFBGRA8 ...
	TFBGRA8 = TextureFormat(C.GetTextureFormat(58))
	// TFRGBA8 ...
	TFRGBA8 = TextureFormat(C.GetTextureFormat(59))
	// TFRGBA8I ...
	TFRGBA8I = TextureFormat(C.GetTextureFormat(60))
	// TFRGBA8U ...
	TFRGBA8U = TextureFormat(C.GetTextureFormat(61))
	// TFRGBA8S ...
	TFRGBA8S = TextureFormat(C.GetTextureFormat(62))
	// TFRGBA16 ...
	TFRGBA16 = TextureFormat(C.GetTextureFormat(63))
	// TFRGBA16I ...
	TFRGBA16I = TextureFormat(C.GetTextureFormat(64))
	// TFRGBA16U ...
	TFRGBA16U = TextureFormat(C.GetTextureFormat(65))
	// TFRGBA16F ...
	TFRGBA16F = TextureFormat(C.GetTextureFormat(66))
	// TFRGBA16S ...
	TFRGBA16S = TextureFormat(C.GetTextureFormat(67))
	// TFRGBA32I ...
	TFRGBA32I = TextureFormat(C.GetTextureFormat(68))
	// TFRGBA32U ...
	TFRGBA32U = TextureFormat(C.GetTextureFormat(69))
	// TFRGBA32F ...
	TFRGBA32F = TextureFormat(C.GetTextureFormat(70))
	// TFR5G6B5 ...
	TFR5G6B5 = TextureFormat(C.GetTextureFormat(71))
	// TFRGBA4 ...
	TFRGBA4 = TextureFormat(C.GetTextureFormat(72))
	// TFRGB5A1 ...
	TFRGB5A1 = TextureFormat(C.GetTextureFormat(73))
	// TFRGB10A2 ...
	TFRGB10A2 = TextureFormat(C.GetTextureFormat(74))
	// TFRG11B10F ...
	TFRG11B10F = TextureFormat(C.GetTextureFormat(75))
	// TFUnknownDepth ...
	TFUnknownDepth = TextureFormat(C.GetTextureFormat(76))
	// TFD16 ...
	TFD16 = TextureFormat(C.GetTextureFormat(77))
	// TFD24 ...
	TFD24 = TextureFormat(C.GetTextureFormat(78))
	// TFD24S8 ...
	TFD24S8 = TextureFormat(C.GetTextureFormat(79))
	// TFD32 ...
	TFD32 = TextureFormat(C.GetTextureFormat(80))
	// TFD16F ...
	TFD16F = TextureFormat(C.GetTextureFormat(81))
	// TFD24F ...
	TFD24F = TextureFormat(C.GetTextureFormat(82))
	// TFD32F ...
	TFD32F = TextureFormat(C.GetTextureFormat(83))
	// TFD0S8 ...
	TFD0S8 = TextureFormat(C.GetTextureFormat(84))
)
View Source
var (
	// BREqual ...
	BREqual = BackbufferRatio(C.GetBackbufferRatio(0))
	// BRHalf ...
	BRHalf = BackbufferRatio(C.GetBackbufferRatio(1))
	// BRQuarter ...
	BRQuarter = BackbufferRatio(C.GetBackbufferRatio(2))
	// BREighth ...
	BREighth = BackbufferRatio(C.GetBackbufferRatio(3))
	// BRSixteenth ...
	BRSixteenth = BackbufferRatio(C.GetBackbufferRatio(4))
	// BRDouble ...
	BRDouble = BackbufferRatio(C.GetBackbufferRatio(5))
)
View Source
var (
	// VMDefault ...
	VMDefault = ViewMode(C.GetViewMode(0))
	// VMSequential ...
	VMSequential = ViewMode(C.GetViewMode(1))
	// VMDepthAscending ...
	VMDepthAscending = ViewMode(C.GetViewMode(2))
	// VMDepthDescending ...
	VMDepthDescending = ViewMode(C.GetViewMode(3))
)
View Source
var (
	// APosition ...
	APosition = Attrib(C.GetAttrib(0))
	// ANormal ...
	ANormal = Attrib(C.GetAttrib(1))
	// ATangent ...
	ATangent = Attrib(C.GetAttrib(2))
	// ABitangent ...
	ABitangent = Attrib(C.GetAttrib(3))
	// AColor0 ...
	AColor0 = Attrib(C.GetAttrib(4))
	// AColor1 ...
	AColor1 = Attrib(C.GetAttrib(5))
	// AColor2 ...
	AColor2 = Attrib(C.GetAttrib(6))
	// AColor3 ...
	AColor3 = Attrib(C.GetAttrib(7))
	// AIndices ...
	AIndices = Attrib(C.GetAttrib(8))
	// AWeight ...
	AWeight = Attrib(C.GetAttrib(9))
	// ATexCoord0 ...
	ATexCoord0 = Attrib(C.GetAttrib(10))
	// ATexCoord1 ...
	ATexCoord1 = Attrib(C.GetAttrib(11))
	// ATexCoord2 ...
	ATexCoord2 = Attrib(C.GetAttrib(12))
	// ATexCoord3 ...
	ATexCoord3 = Attrib(C.GetAttrib(13))
	// ATexCoord4 ...
	ATexCoord4 = Attrib(C.GetAttrib(14))
	// ATexCoord5 ...
	ATexCoord5 = Attrib(C.GetAttrib(15))
	// ATexCoord6 ...
	ATexCoord6 = Attrib(C.GetAttrib(16))
	// ATexCoord7 ...
	ATexCoord7 = Attrib(C.GetAttrib(17))
)
View Source
var (
	// ATUint8 ...
	ATUint8 = AttribType(C.GetAttribType(0))
	// ATUint10 ...
	ATUint10 = AttribType(C.GetAttribType(1))
	// ATInt16 ...
	ATInt16 = AttribType(C.GetAttribType(2))
	// ATHalf ...
	ATHalf = AttribType(C.GetAttribType(3))
	// ATFloat ...
	ATFloat = AttribType(C.GetAttribType(4))
)
View Source
var (
	// FCDisabled ...
	FCDisabled = FaceCulling(C.GetFaceCulling(0))
	// FCClockwise ...
	FCClockwise = FaceCulling(C.GetFaceCulling(1))
	// FCCounterClockwise ...
	FCCounterClockwise = FaceCulling(C.GetFaceCulling(2))
)
View Source
var (
	// DTLess ...
	DTLess = DepthTest(C.GetDepthTest(0))
	// DTLessEqual ...
	DTLessEqual = DepthTest(C.GetDepthTest(1))
	// DTEqual ...
	DTEqual = DepthTest(C.GetDepthTest(2))
	// DTGreaterEqual ...
	DTGreaterEqual = DepthTest(C.GetDepthTest(3))
	// DTGreater ...
	DTGreater = DepthTest(C.GetDepthTest(4))
	// DTNotEqual ...
	DTNotEqual = DepthTest(C.GetDepthTest(5))
	// DTNever ...
	DTNever = DepthTest(C.GetDepthTest(6))
	// DTAlways ...
	DTAlways = DepthTest(C.GetDepthTest(7))
	// DTDisabled ...
	DTDisabled = DepthTest(C.GetDepthTest(8))
)
View Source
var (
	// BMAdditive ...
	BMAdditive = BlendMode(C.GetBlendMode(0))
	// BMAlpha ...
	BMAlpha = BlendMode(C.GetBlendMode(1))
	// BMDarken ...
	BMDarken = BlendMode(C.GetBlendMode(2))
	// BMLighten ...
	BMLighten = BlendMode(C.GetBlendMode(3))
	// BMMultiply ...
	BMMultiply = BlendMode(C.GetBlendMode(4))
	// BMOpaque ...
	BMOpaque = BlendMode(C.GetBlendMode(5))
	// BMScreen ...
	BMScreen = BlendMode(C.GetBlendMode(6))
	// BMLinearBurn ...
	BMLinearBurn = BlendMode(C.GetBlendMode(7))
	// BMUndefined ...
	BMUndefined = BlendMode(C.GetBlendMode(8))
)
View Source
var (
	// FPLTPoint ...
	FPLTPoint = ForwardPipelineLightType(C.GetForwardPipelineLightType(0))
	// FPLTSpot ...
	FPLTSpot = ForwardPipelineLightType(C.GetForwardPipelineLightType(1))
	// FPLTLinear ...
	FPLTLinear = ForwardPipelineLightType(C.GetForwardPipelineLightType(2))
)
View Source
var (
	// DTHALeft ...
	DTHALeft = DrawTextHAlign(C.GetDrawTextHAlign(0))
	// DTHACenter ...
	DTHACenter = DrawTextHAlign(C.GetDrawTextHAlign(1))
	// DTHARight ...
	DTHARight = DrawTextHAlign(C.GetDrawTextHAlign(2))
)
View Source
var (
	// DTVATop ...
	DTVATop = DrawTextVAlign(C.GetDrawTextVAlign(0))
	// DTVACenter ...
	DTVACenter = DrawTextVAlign(C.GetDrawTextVAlign(1))
	// DTVABottom ...
	DTVABottom = DrawTextVAlign(C.GetDrawTextVAlign(2))
)
View Source
var (
	// ALMOnce ...
	ALMOnce = AnimLoopMode(C.GetAnimLoopMode(0))
	// ALMInfinite ...
	ALMInfinite = AnimLoopMode(C.GetAnimLoopMode(1))
	// ALMLoop ...
	ALMLoop = AnimLoopMode(C.GetAnimLoopMode(2))
)
View Source
var (
	// ELinear ...
	ELinear = Easing(C.GetEasing(0))
	// EStep ...
	EStep = Easing(C.GetEasing(1))
	// ESmoothStep ...
	ESmoothStep = Easing(C.GetEasing(2))
	// EInQuad ...
	EInQuad = Easing(C.GetEasing(3))
	// EOutQuad ...
	EOutQuad = Easing(C.GetEasing(4))
	// EInOutQuad ...
	EInOutQuad = Easing(C.GetEasing(5))
	// EOutInQuad ...
	EOutInQuad = Easing(C.GetEasing(6))
	// EInCubic ...
	EInCubic = Easing(C.GetEasing(7))
	// EOutCubic ...
	EOutCubic = Easing(C.GetEasing(8))
	// EInOutCubic ...
	EInOutCubic = Easing(C.GetEasing(9))
	// EOutInCubic ...
	EOutInCubic = Easing(C.GetEasing(10))
	// EInQuart ...
	EInQuart = Easing(C.GetEasing(11))
	// EOutQuart ...
	EOutQuart = Easing(C.GetEasing(12))
	// EInOutQuart ...
	EInOutQuart = Easing(C.GetEasing(13))
	// EOutInQuart ...
	EOutInQuart = Easing(C.GetEasing(14))
	// EInQuint ...
	EInQuint = Easing(C.GetEasing(15))
	// EOutQuint ...
	EOutQuint = Easing(C.GetEasing(16))
	// EInOutQuint ...
	EInOutQuint = Easing(C.GetEasing(17))
	// EOutInQuint ...
	EOutInQuint = Easing(C.GetEasing(18))
	// EInSine ...
	EInSine = Easing(C.GetEasing(19))
	// EOutSine ...
	EOutSine = Easing(C.GetEasing(20))
	// EInOutSine ...
	EInOutSine = Easing(C.GetEasing(21))
	// EOutInSine ...
	EOutInSine = Easing(C.GetEasing(22))
	// EInExpo ...
	EInExpo = Easing(C.GetEasing(23))
	// EOutExpo ...
	EOutExpo = Easing(C.GetEasing(24))
	// EInOutExpo ...
	EInOutExpo = Easing(C.GetEasing(25))
	// EOutInExpo ...
	EOutInExpo = Easing(C.GetEasing(26))
	// EInCirc ...
	EInCirc = Easing(C.GetEasing(27))
	// EOutCirc ...
	EOutCirc = Easing(C.GetEasing(28))
	// EInOutCirc ...
	EInOutCirc = Easing(C.GetEasing(29))
	// EOutInCirc ...
	EOutInCirc = Easing(C.GetEasing(30))
	// EInElastic ...
	EInElastic = Easing(C.GetEasing(31))
	// EOutElastic ...
	EOutElastic = Easing(C.GetEasing(32))
	// EInOutElastic ...
	EInOutElastic = Easing(C.GetEasing(33))
	// EOutInElastic ...
	EOutInElastic = Easing(C.GetEasing(34))
	// EInBack ...
	EInBack = Easing(C.GetEasing(35))
	// EOutBack ...
	EOutBack = Easing(C.GetEasing(36))
	// EInOutBack ...
	EInOutBack = Easing(C.GetEasing(37))
	// EOutInBack ...
	EOutInBack = Easing(C.GetEasing(38))
	// EInBounce ...
	EInBounce = Easing(C.GetEasing(39))
	// EOutBounce ...
	EOutBounce = Easing(C.GetEasing(40))
	// EInOutBounce ...
	EInOutBounce = Easing(C.GetEasing(41))
	// EOutInBounce ...
	EOutInBounce = Easing(C.GetEasing(42))
)
View Source
var (
	// LTPoint ...
	LTPoint = LightType(C.GetLightType(0))
	// LTSpot ...
	LTSpot = LightType(C.GetLightType(1))
	// LTLinear ...
	LTLinear = LightType(C.GetLightType(2))
)
View Source
var (
	// LSTNone ...
	LSTNone = LightShadowType(C.GetLightShadowType(0))
	// LSTMap ...
	LSTMap = LightShadowType(C.GetLightShadowType(1))
)
View Source
var (
	// RBTDynamic ...
	RBTDynamic = RigidBodyType(C.GetRigidBodyType(0))
	// RBTKinematic ...
	RBTKinematic = RigidBodyType(C.GetRigidBodyType(1))
	// RBTStatic ...
	RBTStatic = RigidBodyType(C.GetRigidBodyType(2))
)
View Source
var (
	// CETMEventOnly ...
	CETMEventOnly = CollisionEventTrackingMode(C.GetCollisionEventTrackingMode(0))
	// CETMEventAndContacts ...
	CETMEventAndContacts = CollisionEventTrackingMode(C.GetCollisionEventTrackingMode(1))
)
View Source
var (
	// CTSphere ...
	CTSphere = CollisionType(C.GetCollisionType(0))
	// CTCube ...
	CTCube = CollisionType(C.GetCollisionType(1))
	// CTCone ...
	CTCone = CollisionType(C.GetCollisionType(2))
	// CTCapsule ...
	CTCapsule = CollisionType(C.GetCollisionType(3))
	// CTCylinder ...
	CTCylinder = CollisionType(C.GetCollisionType(4))
	// CTMesh ...
	CTMesh = CollisionType(C.GetCollisionType(5))
)
View Source
var (
	// NCITransform ...
	NCITransform = NodeComponentIdx(C.GetNodeComponentIdx(0))
	// NCICamera ...
	NCICamera = NodeComponentIdx(C.GetNodeComponentIdx(1))
	// NCIObject ...
	NCIObject = NodeComponentIdx(C.GetNodeComponentIdx(2))
	// NCILight ...
	NCILight = NodeComponentIdx(C.GetNodeComponentIdx(3))
	// NCIRigidBody ...
	NCIRigidBody = NodeComponentIdx(C.GetNodeComponentIdx(4))
)
View Source
var (
	// SFPPOpaque ...
	SFPPOpaque = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(0))
	// SFPPTransparent ...
	SFPPTransparent = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(1))
	// SFPPSlot0LinearSplit0 ...
	SFPPSlot0LinearSplit0 = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(2))
	// SFPPSlot0LinearSplit1 ...
	SFPPSlot0LinearSplit1 = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(3))
	// SFPPSlot0LinearSplit2 ...
	SFPPSlot0LinearSplit2 = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(4))
	// SFPPSlot0LinearSplit3 ...
	SFPPSlot0LinearSplit3 = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(5))
	// SFPPSlot1Spot ...
	SFPPSlot1Spot = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(6))
	// SFPPDepthPrepass ...
	SFPPDepthPrepass = SceneForwardPipelinePass(C.GetSceneForwardPipelinePass(7))
)
View Source
var (
	// MB0 ...
	MB0 = MouseButton(C.GetMouseButton(0))
	// MB1 ...
	MB1 = MouseButton(C.GetMouseButton(1))
	// MB2 ...
	MB2 = MouseButton(C.GetMouseButton(2))
	// MB3 ...
	MB3 = MouseButton(C.GetMouseButton(3))
	// MB4 ...
	MB4 = MouseButton(C.GetMouseButton(4))
	// MB5 ...
	MB5 = MouseButton(C.GetMouseButton(5))
	// MB6 ...
	MB6 = MouseButton(C.GetMouseButton(6))
	// MB7 ...
	MB7 = MouseButton(C.GetMouseButton(7))
)
View Source
var (
	// KLShift ...
	KLShift = Key(C.GetKey(0))
	// KRShift ...
	KRShift = Key(C.GetKey(1))
	// KLCtrl ...
	KLCtrl = Key(C.GetKey(2))
	// KRCtrl ...
	KRCtrl = Key(C.GetKey(3))
	// KLAlt ...
	KLAlt = Key(C.GetKey(4))
	// KRAlt ...
	KRAlt = Key(C.GetKey(5))
	// KLWin ...
	KLWin = Key(C.GetKey(6))
	// KRWin ...
	KRWin = Key(C.GetKey(7))
	// KTab ...
	KTab = Key(C.GetKey(8))
	// KCapsLock ...
	KCapsLock = Key(C.GetKey(9))
	// KSpace ...
	KSpace = Key(C.GetKey(10))
	// KBackspace ...
	KBackspace = Key(C.GetKey(11))
	// KInsert ...
	KInsert = Key(C.GetKey(12))
	// KSuppr ...
	KSuppr = Key(C.GetKey(13))
	// KHome ...
	KHome = Key(C.GetKey(14))
	// KEnd ...
	KEnd = Key(C.GetKey(15))
	// KPageUp ...
	KPageUp = Key(C.GetKey(16))
	// KPageDown ...
	KPageDown = Key(C.GetKey(17))
	// KUp ...
	KUp = Key(C.GetKey(18))
	// KDown ...
	KDown = Key(C.GetKey(19))
	// KLeft ...
	KLeft = Key(C.GetKey(20))
	// KRight ...
	KRight = Key(C.GetKey(21))
	// KEscape ...
	KEscape = Key(C.GetKey(22))
	// KF1 ...
	KF1 = Key(C.GetKey(23))
	// KF2 ...
	KF2 = Key(C.GetKey(24))
	// KF3 ...
	KF3 = Key(C.GetKey(25))
	// KF4 ...
	KF4 = Key(C.GetKey(26))
	// KF5 ...
	KF5 = Key(C.GetKey(27))
	// KF6 ...
	KF6 = Key(C.GetKey(28))
	// KF7 ...
	KF7 = Key(C.GetKey(29))
	// KF8 ...
	KF8 = Key(C.GetKey(30))
	// KF9 ...
	KF9 = Key(C.GetKey(31))
	// KF10 ...
	KF10 = Key(C.GetKey(32))
	// KF11 ...
	KF11 = Key(C.GetKey(33))
	// KF12 ...
	KF12 = Key(C.GetKey(34))
	// KPrintScreen ...
	KPrintScreen = Key(C.GetKey(35))
	// KScrollLock ...
	KScrollLock = Key(C.GetKey(36))
	// KPause ...
	KPause = Key(C.GetKey(37))
	// KNumLock ...
	KNumLock = Key(C.GetKey(38))
	// KReturn ...
	KReturn = Key(C.GetKey(39))
	// K0 ...
	K0 = Key(C.GetKey(40))
	// K1 ...
	K1 = Key(C.GetKey(41))
	// K2 ...
	K2 = Key(C.GetKey(42))
	// K3 ...
	K3 = Key(C.GetKey(43))
	// K4 ...
	K4 = Key(C.GetKey(44))
	// K5 ...
	K5 = Key(C.GetKey(45))
	// K6 ...
	K6 = Key(C.GetKey(46))
	// K7 ...
	K7 = Key(C.GetKey(47))
	// K8 ...
	K8 = Key(C.GetKey(48))
	// K9 ...
	K9 = Key(C.GetKey(49))
	// KNumpad0 ...
	KNumpad0 = Key(C.GetKey(50))
	// KNumpad1 ...
	KNumpad1 = Key(C.GetKey(51))
	// KNumpad2 ...
	KNumpad2 = Key(C.GetKey(52))
	// KNumpad3 ...
	KNumpad3 = Key(C.GetKey(53))
	// KNumpad4 ...
	KNumpad4 = Key(C.GetKey(54))
	// KNumpad5 ...
	KNumpad5 = Key(C.GetKey(55))
	// KNumpad6 ...
	KNumpad6 = Key(C.GetKey(56))
	// KNumpad7 ...
	KNumpad7 = Key(C.GetKey(57))
	// KNumpad8 ...
	KNumpad8 = Key(C.GetKey(58))
	// KNumpad9 ...
	KNumpad9 = Key(C.GetKey(59))
	// KAdd ...
	KAdd = Key(C.GetKey(60))
	// KSub ...
	KSub = Key(C.GetKey(61))
	// KMul ...
	KMul = Key(C.GetKey(62))
	// KDiv ...
	KDiv = Key(C.GetKey(63))
	// KEnter ...
	KEnter = Key(C.GetKey(64))
	// KA ...
	KA = Key(C.GetKey(65))
	// KB ...
	KB = Key(C.GetKey(66))
	// KC ...
	KC = Key(C.GetKey(67))
	// KD ...
	KD = Key(C.GetKey(68))
	// KE ...
	KE = Key(C.GetKey(69))
	// KF ...
	KF = Key(C.GetKey(70))
	// KG ...
	KG = Key(C.GetKey(71))
	// KH ...
	KH = Key(C.GetKey(72))
	// KI ...
	KI = Key(C.GetKey(73))
	// KJ ...
	KJ = Key(C.GetKey(74))
	// KK ...
	KK = Key(C.GetKey(75))
	// KL ...
	KL = Key(C.GetKey(76))
	// KM ...
	KM = Key(C.GetKey(77))
	// KN ...
	KN = Key(C.GetKey(78))
	// KO ...
	KO = Key(C.GetKey(79))
	// KP ...
	KP = Key(C.GetKey(80))
	// KQ ...
	KQ = Key(C.GetKey(81))
	// KR ...
	KR = Key(C.GetKey(82))
	// KS ...
	KS = Key(C.GetKey(83))
	// KT ...
	KT = Key(C.GetKey(84))
	// KU ...
	KU = Key(C.GetKey(85))
	// KV ...
	KV = Key(C.GetKey(86))
	// KW ...
	KW = Key(C.GetKey(87))
	// KX ...
	KX = Key(C.GetKey(88))
	// KY ...
	KY = Key(C.GetKey(89))
	// KZ ...
	KZ = Key(C.GetKey(90))
	// KPlus ...
	KPlus = Key(C.GetKey(91))
	// KComma ...
	KComma = Key(C.GetKey(92))
	// KMinus ...
	KMinus = Key(C.GetKey(93))
	// KPeriod ...
	KPeriod = Key(C.GetKey(94))
	// KOEM1 ...
	KOEM1 = Key(C.GetKey(95))
	// KOEM2 ...
	KOEM2 = Key(C.GetKey(96))
	// KOEM3 ...
	KOEM3 = Key(C.GetKey(97))
	// KOEM4 ...
	KOEM4 = Key(C.GetKey(98))
	// KOEM5 ...
	KOEM5 = Key(C.GetKey(99))
	// KOEM6 ...
	KOEM6 = Key(C.GetKey(100))
	// KOEM7 ...
	KOEM7 = Key(C.GetKey(101))
	// KOEM8 ...
	KOEM8 = Key(C.GetKey(102))
	// KBrowserBack ...
	KBrowserBack = Key(C.GetKey(103))
	// KBrowserForward ...
	KBrowserForward = Key(C.GetKey(104))
	// KBrowserRefresh ...
	KBrowserRefresh = Key(C.GetKey(105))
	// KBrowserStop ...
	KBrowserStop = Key(C.GetKey(106))
	// KBrowserSearch ...
	KBrowserSearch = Key(C.GetKey(107))
	// KBrowserFavorites ...
	KBrowserFavorites = Key(C.GetKey(108))
	// KBrowserHome ...
	KBrowserHome = Key(C.GetKey(109))
	// KVolumeMute ...
	KVolumeMute = Key(C.GetKey(110))
	// KVolumeDown ...
	KVolumeDown = Key(C.GetKey(111))
	// KVolumeUp ...
	KVolumeUp = Key(C.GetKey(112))
	// KMediaNextTrack ...
	KMediaNextTrack = Key(C.GetKey(113))
	// KMediaPrevTrack ...
	KMediaPrevTrack = Key(C.GetKey(114))
	// KMediaStop ...
	KMediaStop = Key(C.GetKey(115))
	// KMediaPlayPause ...
	KMediaPlayPause = Key(C.GetKey(116))
	// KLaunchMail ...
	KLaunchMail = Key(C.GetKey(117))
	// KLaunchMediaSelect ...
	KLaunchMediaSelect = Key(C.GetKey(118))
	// KLaunchApp1 ...
	KLaunchApp1 = Key(C.GetKey(119))
	// KLaunchApp2 ...
	KLaunchApp2 = Key(C.GetKey(120))
	// KLast ...
	KLast = Key(C.GetKey(121))
)
View Source
var (
	// GALeftX ...
	GALeftX = GamepadAxes(C.GetGamepadAxes(0))
	// GALeftY ...
	GALeftY = GamepadAxes(C.GetGamepadAxes(1))
	// GARightX ...
	GARightX = GamepadAxes(C.GetGamepadAxes(2))
	// GARightY ...
	GARightY = GamepadAxes(C.GetGamepadAxes(3))
	// GALeftTrigger ...
	GALeftTrigger = GamepadAxes(C.GetGamepadAxes(4))
	// GARightTrigger ...
	GARightTrigger = GamepadAxes(C.GetGamepadAxes(5))
	// GACount ...
	GACount = GamepadAxes(C.GetGamepadAxes(6))
)
View Source
var (
	// GBButtonA ...
	GBButtonA = GamepadButton(C.GetGamepadButton(0))
	// GBButtonB ...
	GBButtonB = GamepadButton(C.GetGamepadButton(1))
	// GBButtonX ...
	GBButtonX = GamepadButton(C.GetGamepadButton(2))
	// GBButtonY ...
	GBButtonY = GamepadButton(C.GetGamepadButton(3))
	// GBLeftBumper ...
	GBLeftBumper = GamepadButton(C.GetGamepadButton(4))
	// GBRightBumper ...
	GBRightBumper = GamepadButton(C.GetGamepadButton(5))
	// GBBack ...
	GBBack = GamepadButton(C.GetGamepadButton(6))
	// GBStart ...
	GBStart = GamepadButton(C.GetGamepadButton(7))
	// GBGuide ...
	GBGuide = GamepadButton(C.GetGamepadButton(8))
	// GBLeftThumb ...
	GBLeftThumb = GamepadButton(C.GetGamepadButton(9))
	// GBRightThumb ...
	GBRightThumb = GamepadButton(C.GetGamepadButton(10))
	// GBDPadUp ...
	GBDPadUp = GamepadButton(C.GetGamepadButton(11))
	// GBDPadRight ...
	GBDPadRight = GamepadButton(C.GetGamepadButton(12))
	// GBDPadDown ...
	GBDPadDown = GamepadButton(C.GetGamepadButton(13))
	// GBDPadLeft ...
	GBDPadLeft = GamepadButton(C.GetGamepadButton(14))
	// GBCount ...
	GBCount = GamepadButton(C.GetGamepadButton(15))
)
View Source
var (
	// VRCBDPadUp ...
	VRCBDPadUp = VRControllerButton(C.GetVRControllerButton(0))
	// VRCBDPadDown ...
	VRCBDPadDown = VRControllerButton(C.GetVRControllerButton(1))
	// VRCBDPadLeft ...
	VRCBDPadLeft = VRControllerButton(C.GetVRControllerButton(2))
	// VRCBDPadRight ...
	VRCBDPadRight = VRControllerButton(C.GetVRControllerButton(3))
	// VRCBSystem ...
	VRCBSystem = VRControllerButton(C.GetVRControllerButton(4))
	// VRCBAppMenu ...
	VRCBAppMenu = VRControllerButton(C.GetVRControllerButton(5))
	// VRCBGrip ...
	VRCBGrip = VRControllerButton(C.GetVRControllerButton(6))
	// VRCBA ...
	VRCBA = VRControllerButton(C.GetVRControllerButton(7))
	// VRCBProximitySensor ...
	VRCBProximitySensor = VRControllerButton(C.GetVRControllerButton(8))
	// VRCBAxis0 ...
	VRCBAxis0 = VRControllerButton(C.GetVRControllerButton(9))
	// VRCBAxis1 ...
	VRCBAxis1 = VRControllerButton(C.GetVRControllerButton(10))
	// VRCBAxis2 ...
	VRCBAxis2 = VRControllerButton(C.GetVRControllerButton(11))
	// VRCBAxis3 ...
	VRCBAxis3 = VRControllerButton(C.GetVRControllerButton(12))
	// VRCBAxis4 ...
	VRCBAxis4 = VRControllerButton(C.GetVRControllerButton(13))
	// VRCBCount ...
	VRCBCount = VRControllerButton(C.GetVRControllerButton(14))
)
View Source
var (
	// ImGuiWindowFlagsNoTitleBar ...
	ImGuiWindowFlagsNoTitleBar = ImGuiWindowFlags(C.GetImGuiWindowFlags(0))
	// ImGuiWindowFlagsNoResize ...
	ImGuiWindowFlagsNoResize = ImGuiWindowFlags(C.GetImGuiWindowFlags(1))
	// ImGuiWindowFlagsNoMove ...
	ImGuiWindowFlagsNoMove = ImGuiWindowFlags(C.GetImGuiWindowFlags(2))
	// ImGuiWindowFlagsNoScrollbar ...
	ImGuiWindowFlagsNoScrollbar = ImGuiWindowFlags(C.GetImGuiWindowFlags(3))
	// ImGuiWindowFlagsNoScrollWithMouse ...
	ImGuiWindowFlagsNoScrollWithMouse = ImGuiWindowFlags(C.GetImGuiWindowFlags(4))
	// ImGuiWindowFlagsNoCollapse ...
	ImGuiWindowFlagsNoCollapse = ImGuiWindowFlags(C.GetImGuiWindowFlags(5))
	// ImGuiWindowFlagsAlwaysAutoResize ...
	ImGuiWindowFlagsAlwaysAutoResize = ImGuiWindowFlags(C.GetImGuiWindowFlags(6))
	// ImGuiWindowFlagsNoSavedSettings ...
	ImGuiWindowFlagsNoSavedSettings = ImGuiWindowFlags(C.GetImGuiWindowFlags(7))
	// ImGuiWindowFlagsNoInputs ...
	ImGuiWindowFlagsNoInputs = ImGuiWindowFlags(C.GetImGuiWindowFlags(8))
	// ImGuiWindowFlagsMenuBar ...
	ImGuiWindowFlagsMenuBar = ImGuiWindowFlags(C.GetImGuiWindowFlags(9))
	// ImGuiWindowFlagsHorizontalScrollbar ...
	ImGuiWindowFlagsHorizontalScrollbar = ImGuiWindowFlags(C.GetImGuiWindowFlags(10))
	// ImGuiWindowFlagsNoFocusOnAppearing ...
	ImGuiWindowFlagsNoFocusOnAppearing = ImGuiWindowFlags(C.GetImGuiWindowFlags(11))
	// ImGuiWindowFlagsNoBringToFrontOnFocus ...
	ImGuiWindowFlagsNoBringToFrontOnFocus = ImGuiWindowFlags(C.GetImGuiWindowFlags(12))
	// ImGuiWindowFlagsAlwaysVerticalScrollbar ...
	ImGuiWindowFlagsAlwaysVerticalScrollbar = ImGuiWindowFlags(C.GetImGuiWindowFlags(13))
	// ImGuiWindowFlagsAlwaysHorizontalScrollbar ...
	ImGuiWindowFlagsAlwaysHorizontalScrollbar = ImGuiWindowFlags(C.GetImGuiWindowFlags(14))
	// ImGuiWindowFlagsAlwaysUseWindowPadding ...
	ImGuiWindowFlagsAlwaysUseWindowPadding = ImGuiWindowFlags(C.GetImGuiWindowFlags(15))
	// ImGuiWindowFlagsNoDocking ...
	ImGuiWindowFlagsNoDocking = ImGuiWindowFlags(C.GetImGuiWindowFlags(16))
)
View Source
var (
	// ImGuiPopupFlagsNone ...
	ImGuiPopupFlagsNone = ImGuiPopupFlags(C.GetImGuiPopupFlags(0))
	// ImGuiPopupFlagsMouseButtonLeft ...
	ImGuiPopupFlagsMouseButtonLeft = ImGuiPopupFlags(C.GetImGuiPopupFlags(1))
	// ImGuiPopupFlagsMouseButtonRight ...
	ImGuiPopupFlagsMouseButtonRight = ImGuiPopupFlags(C.GetImGuiPopupFlags(2))
	// ImGuiPopupFlagsMouseButtonMiddle ...
	ImGuiPopupFlagsMouseButtonMiddle = ImGuiPopupFlags(C.GetImGuiPopupFlags(3))
	// ImGuiPopupFlagsNoOpenOverExistingPopup ...
	ImGuiPopupFlagsNoOpenOverExistingPopup = ImGuiPopupFlags(C.GetImGuiPopupFlags(4))
	// ImGuiPopupFlagsNoOpenOverItems ...
	ImGuiPopupFlagsNoOpenOverItems = ImGuiPopupFlags(C.GetImGuiPopupFlags(5))
	// ImGuiPopupFlagsAnyPopupId ...
	ImGuiPopupFlagsAnyPopupId = ImGuiPopupFlags(C.GetImGuiPopupFlags(6))
	// ImGuiPopupFlagsAnyPopupLevel ...
	ImGuiPopupFlagsAnyPopupLevel = ImGuiPopupFlags(C.GetImGuiPopupFlags(7))
	// ImGuiPopupFlagsAnyPopup ...
	ImGuiPopupFlagsAnyPopup = ImGuiPopupFlags(C.GetImGuiPopupFlags(8))
)
View Source
var (
	// ImGuiCondAlways ...
	ImGuiCondAlways = ImGuiCond(C.GetImGuiCond(0))
	// ImGuiCondOnce ...
	ImGuiCondOnce = ImGuiCond(C.GetImGuiCond(1))
	// ImGuiCondFirstUseEver ...
	ImGuiCondFirstUseEver = ImGuiCond(C.GetImGuiCond(2))
	// ImGuiCondAppearing ...
	ImGuiCondAppearing = ImGuiCond(C.GetImGuiCond(3))
)
View Source
var (
	// ImGuiMouseButtonLeft ...
	ImGuiMouseButtonLeft = ImGuiMouseButton(C.GetImGuiMouseButton(0))
	// ImGuiMouseButtonRight ...
	ImGuiMouseButtonRight = ImGuiMouseButton(C.GetImGuiMouseButton(1))
	// ImGuiMouseButtonMiddle ...
	ImGuiMouseButtonMiddle = ImGuiMouseButton(C.GetImGuiMouseButton(2))
)
View Source
var (
	// ImGuiHoveredFlagsNone ...
	ImGuiHoveredFlagsNone = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(0))
	// ImGuiHoveredFlagsChildWindows ...
	ImGuiHoveredFlagsChildWindows = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(1))
	// ImGuiHoveredFlagsRootWindow ...
	ImGuiHoveredFlagsRootWindow = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(2))
	// ImGuiHoveredFlagsAnyWindow ...
	ImGuiHoveredFlagsAnyWindow = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(3))
	// ImGuiHoveredFlagsAllowWhenBlockedByPopup ...
	ImGuiHoveredFlagsAllowWhenBlockedByPopup = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(4))
	// ImGuiHoveredFlagsAllowWhenBlockedByActiveItem ...
	ImGuiHoveredFlagsAllowWhenBlockedByActiveItem = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(5))
	// ImGuiHoveredFlagsAllowWhenOverlapped ...
	ImGuiHoveredFlagsAllowWhenOverlapped = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(6))
	// ImGuiHoveredFlagsAllowWhenDisabled ...
	ImGuiHoveredFlagsAllowWhenDisabled = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(7))
	// ImGuiHoveredFlagsRectOnly ...
	ImGuiHoveredFlagsRectOnly = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(8))
	// ImGuiHoveredFlagsRootAndChildWindows ...
	ImGuiHoveredFlagsRootAndChildWindows = ImGuiHoveredFlags(C.GetImGuiHoveredFlags(9))
)
View Source
var (
	// ImGuiFocusedFlagsChildWindows ...
	ImGuiFocusedFlagsChildWindows = ImGuiFocusedFlags(C.GetImGuiFocusedFlags(0))
	// ImGuiFocusedFlagsRootWindow ...
	ImGuiFocusedFlagsRootWindow = ImGuiFocusedFlags(C.GetImGuiFocusedFlags(1))
	// ImGuiFocusedFlagsRootAndChildWindows ...
	ImGuiFocusedFlagsRootAndChildWindows = ImGuiFocusedFlags(C.GetImGuiFocusedFlags(2))
)
View Source
var (
	// ImGuiColorEditFlagsNone ...
	ImGuiColorEditFlagsNone = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(0))
	// ImGuiColorEditFlagsNoAlpha ...
	ImGuiColorEditFlagsNoAlpha = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(1))
	// ImGuiColorEditFlagsNoPicker ...
	ImGuiColorEditFlagsNoPicker = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(2))
	// ImGuiColorEditFlagsNoOptions ...
	ImGuiColorEditFlagsNoOptions = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(3))
	// ImGuiColorEditFlagsNoSmallPreview ...
	ImGuiColorEditFlagsNoSmallPreview = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(4))
	// ImGuiColorEditFlagsNoInputs ...
	ImGuiColorEditFlagsNoInputs = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(5))
	// ImGuiColorEditFlagsNoTooltip ...
	ImGuiColorEditFlagsNoTooltip = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(6))
	// ImGuiColorEditFlagsNoLabel ...
	ImGuiColorEditFlagsNoLabel = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(7))
	// ImGuiColorEditFlagsNoSidePreview ...
	ImGuiColorEditFlagsNoSidePreview = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(8))
	// ImGuiColorEditFlagsNoDragDrop ...
	ImGuiColorEditFlagsNoDragDrop = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(9))
	// ImGuiColorEditFlagsAlphaBar ...
	ImGuiColorEditFlagsAlphaBar = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(10))
	// ImGuiColorEditFlagsAlphaPreview ...
	ImGuiColorEditFlagsAlphaPreview = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(11))
	// ImGuiColorEditFlagsAlphaPreviewHalf ...
	ImGuiColorEditFlagsAlphaPreviewHalf = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(12))
	// ImGuiColorEditFlagsHDR ...
	ImGuiColorEditFlagsHDR = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(13))
	// ImGuiColorEditFlagsDisplayRGB ...
	ImGuiColorEditFlagsDisplayRGB = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(14))
	// ImGuiColorEditFlagsDisplayHSV ...
	ImGuiColorEditFlagsDisplayHSV = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(15))
	// ImGuiColorEditFlagsDisplayHex ...
	ImGuiColorEditFlagsDisplayHex = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(16))
	// ImGuiColorEditFlagsUint8 ...
	ImGuiColorEditFlagsUint8 = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(17))
	// ImGuiColorEditFlagsFloat ...
	ImGuiColorEditFlagsFloat = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(18))
	// ImGuiColorEditFlagsPickerHueBar ...
	ImGuiColorEditFlagsPickerHueBar = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(19))
	// ImGuiColorEditFlagsPickerHueWheel ...
	ImGuiColorEditFlagsPickerHueWheel = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(20))
	// ImGuiColorEditFlagsInputRGB ...
	ImGuiColorEditFlagsInputRGB = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(21))
	// ImGuiColorEditFlagsInputHSV ...
	ImGuiColorEditFlagsInputHSV = ImGuiColorEditFlags(C.GetImGuiColorEditFlags(22))
)
View Source
var (
	// ImGuiInputTextFlagsCharsDecimal ...
	ImGuiInputTextFlagsCharsDecimal = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(0))
	// ImGuiInputTextFlagsCharsHexadecimal ...
	ImGuiInputTextFlagsCharsHexadecimal = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(1))
	// ImGuiInputTextFlagsCharsUppercase ...
	ImGuiInputTextFlagsCharsUppercase = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(2))
	// ImGuiInputTextFlagsCharsNoBlank ...
	ImGuiInputTextFlagsCharsNoBlank = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(3))
	// ImGuiInputTextFlagsAutoSelectAll ...
	ImGuiInputTextFlagsAutoSelectAll = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(4))
	// ImGuiInputTextFlagsEnterReturnsTrue ...
	ImGuiInputTextFlagsEnterReturnsTrue = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(5))
	// ImGuiInputTextFlagsCallbackCompletion ...
	ImGuiInputTextFlagsCallbackCompletion = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(6))
	// ImGuiInputTextFlagsCallbackHistory ...
	ImGuiInputTextFlagsCallbackHistory = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(7))
	// ImGuiInputTextFlagsCallbackAlways ...
	ImGuiInputTextFlagsCallbackAlways = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(8))
	// ImGuiInputTextFlagsCallbackCharFilter ...
	ImGuiInputTextFlagsCallbackCharFilter = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(9))
	// ImGuiInputTextFlagsAllowTabInput ...
	ImGuiInputTextFlagsAllowTabInput = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(10))
	// ImGuiInputTextFlagsCtrlEnterForNewLine ...
	ImGuiInputTextFlagsCtrlEnterForNewLine = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(11))
	// ImGuiInputTextFlagsNoHorizontalScroll ...
	ImGuiInputTextFlagsNoHorizontalScroll = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(12))
	// ImGuiInputTextFlagsAlwaysOverwrite ...
	ImGuiInputTextFlagsAlwaysOverwrite = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(13))
	// ImGuiInputTextFlagsReadOnly ...
	ImGuiInputTextFlagsReadOnly = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(14))
	// ImGuiInputTextFlagsPassword ...
	ImGuiInputTextFlagsPassword = ImGuiInputTextFlags(C.GetImGuiInputTextFlags(15))
)
View Source
var (
	// ImGuiTreeNodeFlagsSelected ...
	ImGuiTreeNodeFlagsSelected = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(0))
	// ImGuiTreeNodeFlagsFramed ...
	ImGuiTreeNodeFlagsFramed = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(1))
	// ImGuiTreeNodeFlagsAllowItemOverlap ...
	ImGuiTreeNodeFlagsAllowItemOverlap = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(2))
	// ImGuiTreeNodeFlagsNoTreePushOnOpen ...
	ImGuiTreeNodeFlagsNoTreePushOnOpen = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(3))
	// ImGuiTreeNodeFlagsNoAutoOpenOnLog ...
	ImGuiTreeNodeFlagsNoAutoOpenOnLog = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(4))
	// ImGuiTreeNodeFlagsDefaultOpen ...
	ImGuiTreeNodeFlagsDefaultOpen = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(5))
	// ImGuiTreeNodeFlagsOpenOnDoubleClick ...
	ImGuiTreeNodeFlagsOpenOnDoubleClick = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(6))
	// ImGuiTreeNodeFlagsOpenOnArrow ...
	ImGuiTreeNodeFlagsOpenOnArrow = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(7))
	// ImGuiTreeNodeFlagsLeaf ...
	ImGuiTreeNodeFlagsLeaf = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(8))
	// ImGuiTreeNodeFlagsBullet ...
	ImGuiTreeNodeFlagsBullet = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(9))
	// ImGuiTreeNodeFlagsCollapsingHeader ...
	ImGuiTreeNodeFlagsCollapsingHeader = ImGuiTreeNodeFlags(C.GetImGuiTreeNodeFlags(10))
)
View Source
var (
	// ImGuiSelectableFlagsDontClosePopups ...
	ImGuiSelectableFlagsDontClosePopups = ImGuiSelectableFlags(C.GetImGuiSelectableFlags(0))
	// ImGuiSelectableFlagsSpanAllColumns ...
	ImGuiSelectableFlagsSpanAllColumns = ImGuiSelectableFlags(C.GetImGuiSelectableFlags(1))
	// ImGuiSelectableFlagsAllowDoubleClick ...
	ImGuiSelectableFlagsAllowDoubleClick = ImGuiSelectableFlags(C.GetImGuiSelectableFlags(2))
)
View Source
var (
	// ImGuiColText ...
	ImGuiColText = ImGuiCol(C.GetImGuiCol(0))
	// ImGuiColTextDisabled ...
	ImGuiColTextDisabled = ImGuiCol(C.GetImGuiCol(1))
	// ImGuiColWindowBg ...
	ImGuiColWindowBg = ImGuiCol(C.GetImGuiCol(2))
	// ImGuiColChildBg ...
	ImGuiColChildBg = ImGuiCol(C.GetImGuiCol(3))
	// ImGuiColPopupBg ...
	ImGuiColPopupBg = ImGuiCol(C.GetImGuiCol(4))
	// ImGuiColBorder ...
	ImGuiColBorder = ImGuiCol(C.GetImGuiCol(5))
	// ImGuiColBorderShadow ...
	ImGuiColBorderShadow = ImGuiCol(C.GetImGuiCol(6))
	// ImGuiColFrameBg ...
	ImGuiColFrameBg = ImGuiCol(C.GetImGuiCol(7))
	// ImGuiColFrameBgHovered ...
	ImGuiColFrameBgHovered = ImGuiCol(C.GetImGuiCol(8))
	// ImGuiColFrameBgActive ...
	ImGuiColFrameBgActive = ImGuiCol(C.GetImGuiCol(9))
	// ImGuiColTitleBg ...
	ImGuiColTitleBg = ImGuiCol(C.GetImGuiCol(10))
	// ImGuiColTitleBgActive ...
	ImGuiColTitleBgActive = ImGuiCol(C.GetImGuiCol(11))
	// ImGuiColTitleBgCollapsed ...
	ImGuiColTitleBgCollapsed = ImGuiCol(C.GetImGuiCol(12))
	// ImGuiColMenuBarBg ...
	ImGuiColMenuBarBg = ImGuiCol(C.GetImGuiCol(13))
	// ImGuiColScrollbarBg ...
	ImGuiColScrollbarBg = ImGuiCol(C.GetImGuiCol(14))
	// ImGuiColScrollbarGrab ...
	ImGuiColScrollbarGrab = ImGuiCol(C.GetImGuiCol(15))
	// ImGuiColScrollbarGrabHovered ...
	ImGuiColScrollbarGrabHovered = ImGuiCol(C.GetImGuiCol(16))
	// ImGuiColScrollbarGrabActive ...
	ImGuiColScrollbarGrabActive = ImGuiCol(C.GetImGuiCol(17))
	// ImGuiColCheckMark ...
	ImGuiColCheckMark = ImGuiCol(C.GetImGuiCol(18))
	// ImGuiColSliderGrab ...
	ImGuiColSliderGrab = ImGuiCol(C.GetImGuiCol(19))
	// ImGuiColSliderGrabActive ...
	ImGuiColSliderGrabActive = ImGuiCol(C.GetImGuiCol(20))
	// ImGuiColButton ...
	ImGuiColButton = ImGuiCol(C.GetImGuiCol(21))
	// ImGuiColButtonHovered ...
	ImGuiColButtonHovered = ImGuiCol(C.GetImGuiCol(22))
	// ImGuiColButtonActive ...
	ImGuiColButtonActive = ImGuiCol(C.GetImGuiCol(23))
	// ImGuiColHeader ...
	ImGuiColHeader = ImGuiCol(C.GetImGuiCol(24))
	// ImGuiColHeaderHovered ...
	ImGuiColHeaderHovered = ImGuiCol(C.GetImGuiCol(25))
	// ImGuiColHeaderActive ...
	ImGuiColHeaderActive = ImGuiCol(C.GetImGuiCol(26))
	// ImGuiColSeparator ...
	ImGuiColSeparator = ImGuiCol(C.GetImGuiCol(27))
	// ImGuiColSeparatorHovered ...
	ImGuiColSeparatorHovered = ImGuiCol(C.GetImGuiCol(28))
	// ImGuiColSeparatorActive ...
	ImGuiColSeparatorActive = ImGuiCol(C.GetImGuiCol(29))
	// ImGuiColResizeGrip ...
	ImGuiColResizeGrip = ImGuiCol(C.GetImGuiCol(30))
	// ImGuiColResizeGripHovered ...
	ImGuiColResizeGripHovered = ImGuiCol(C.GetImGuiCol(31))
	// ImGuiColResizeGripActive ...
	ImGuiColResizeGripActive = ImGuiCol(C.GetImGuiCol(32))
	// ImGuiColPlotLines ...
	ImGuiColPlotLines = ImGuiCol(C.GetImGuiCol(33))
	// ImGuiColPlotLinesHovered ...
	ImGuiColPlotLinesHovered = ImGuiCol(C.GetImGuiCol(34))
	// ImGuiColPlotHistogram ...
	ImGuiColPlotHistogram = ImGuiCol(C.GetImGuiCol(35))
	// ImGuiColPlotHistogramHovered ...
	ImGuiColPlotHistogramHovered = ImGuiCol(C.GetImGuiCol(36))
	// ImGuiColTextSelectedBg ...
	ImGuiColTextSelectedBg = ImGuiCol(C.GetImGuiCol(37))
	// ImGuiColDragDropTarget ...
	ImGuiColDragDropTarget = ImGuiCol(C.GetImGuiCol(38))
	// ImGuiColNavHighlight ...
	ImGuiColNavHighlight = ImGuiCol(C.GetImGuiCol(39))
	// ImGuiColNavWindowingHighlight ...
	ImGuiColNavWindowingHighlight = ImGuiCol(C.GetImGuiCol(40))
	// ImGuiColNavWindowingDimBg ...
	ImGuiColNavWindowingDimBg = ImGuiCol(C.GetImGuiCol(41))
	// ImGuiColModalWindowDimBg ...
	ImGuiColModalWindowDimBg = ImGuiCol(C.GetImGuiCol(42))
)
View Source
var (
	// ImGuiStyleVarAlpha ...
	ImGuiStyleVarAlpha = ImGuiStyleVar(C.GetImGuiStyleVar(0))
	// ImGuiStyleVarWindowPadding ...
	ImGuiStyleVarWindowPadding = ImGuiStyleVar(C.GetImGuiStyleVar(1))
	// ImGuiStyleVarWindowRounding ...
	ImGuiStyleVarWindowRounding = ImGuiStyleVar(C.GetImGuiStyleVar(2))
	// ImGuiStyleVarWindowMinSize ...
	ImGuiStyleVarWindowMinSize = ImGuiStyleVar(C.GetImGuiStyleVar(3))
	// ImGuiStyleVarChildRounding ...
	ImGuiStyleVarChildRounding = ImGuiStyleVar(C.GetImGuiStyleVar(4))
	// ImGuiStyleVarFramePadding ...
	ImGuiStyleVarFramePadding = ImGuiStyleVar(C.GetImGuiStyleVar(5))
	// ImGuiStyleVarFrameRounding ...
	ImGuiStyleVarFrameRounding = ImGuiStyleVar(C.GetImGuiStyleVar(6))
	// ImGuiStyleVarItemSpacing ...
	ImGuiStyleVarItemSpacing = ImGuiStyleVar(C.GetImGuiStyleVar(7))
	// ImGuiStyleVarItemInnerSpacing ...
	ImGuiStyleVarItemInnerSpacing = ImGuiStyleVar(C.GetImGuiStyleVar(8))
	// ImGuiStyleVarIndentSpacing ...
	ImGuiStyleVarIndentSpacing = ImGuiStyleVar(C.GetImGuiStyleVar(9))
	// ImGuiStyleVarGrabMinSize ...
	ImGuiStyleVarGrabMinSize = ImGuiStyleVar(C.GetImGuiStyleVar(10))
	// ImGuiStyleVarButtonTextAlign ...
	ImGuiStyleVarButtonTextAlign = ImGuiStyleVar(C.GetImGuiStyleVar(11))
)
View Source
var (
	// ImDrawFlagsRoundCornersNone ...
	ImDrawFlagsRoundCornersNone = ImDrawFlags(C.GetImDrawFlags(0))
	// ImDrawFlagsRoundCornersTopLeft ...
	ImDrawFlagsRoundCornersTopLeft = ImDrawFlags(C.GetImDrawFlags(1))
	// ImDrawFlagsRoundCornersTopRight ...
	ImDrawFlagsRoundCornersTopRight = ImDrawFlags(C.GetImDrawFlags(2))
	// ImDrawFlagsRoundCornersBottomLeft ...
	ImDrawFlagsRoundCornersBottomLeft = ImDrawFlags(C.GetImDrawFlags(3))
	// ImDrawFlagsRoundCornersBottomRight ...
	ImDrawFlagsRoundCornersBottomRight = ImDrawFlags(C.GetImDrawFlags(4))
	// ImDrawFlagsRoundCornersAll ...
	ImDrawFlagsRoundCornersAll = ImDrawFlags(C.GetImDrawFlags(5))
)
View Source
var (
	// ImGuiComboFlagsPopupAlignLeft ...
	ImGuiComboFlagsPopupAlignLeft = ImGuiComboFlags(C.GetImGuiComboFlags(0))
	// ImGuiComboFlagsHeightSmall ...
	ImGuiComboFlagsHeightSmall = ImGuiComboFlags(C.GetImGuiComboFlags(1))
	// ImGuiComboFlagsHeightRegular ...
	ImGuiComboFlagsHeightRegular = ImGuiComboFlags(C.GetImGuiComboFlags(2))
	// ImGuiComboFlagsHeightLarge ...
	ImGuiComboFlagsHeightLarge = ImGuiComboFlags(C.GetImGuiComboFlags(3))
	// ImGuiComboFlagsHeightLargest ...
	ImGuiComboFlagsHeightLargest = ImGuiComboFlags(C.GetImGuiComboFlags(4))
)
View Source
var (
	// AFFLPCM44KHZS16Mono ...
	AFFLPCM44KHZS16Mono = AudioFrameFormat(C.GetAudioFrameFormat(0))
	// AFFLPCM48KHZS16Mono ...
	AFFLPCM48KHZS16Mono = AudioFrameFormat(C.GetAudioFrameFormat(1))
	// AFFLPCM44KHZS16Stereo ...
	AFFLPCM44KHZS16Stereo = AudioFrameFormat(C.GetAudioFrameFormat(2))
	// AFFLPCM48KHZS16Stereo ...
	AFFLPCM48KHZS16Stereo = AudioFrameFormat(C.GetAudioFrameFormat(3))
)
View Source
var (
	// SROnce ...
	SROnce = SourceRepeat(C.GetSourceRepeat(0))
	// SRLoop ...
	SRLoop = SourceRepeat(C.GetSourceRepeat(1))
)
View Source
var (
	// SSInitial ...
	SSInitial = SourceState(C.GetSourceState(0))
	// SSPlaying ...
	SSPlaying = SourceState(C.GetSourceState(1))
	// SSPaused ...
	SSPaused = SourceState(C.GetSourceState(2))
	// SSStopped ...
	SSStopped = SourceState(C.GetSourceState(3))
	// SSInvalid ...
	SSInvalid = SourceState(C.GetSourceState(4))
)
View Source
var (
	// OVRAANone ...
	OVRAANone = OpenVRAA(C.GetOpenVRAA(0))
	// OVRAAMSAA2x ...
	OVRAAMSAA2x = OpenVRAA(C.GetOpenVRAA(1))
	// OVRAAMSAA4x ...
	OVRAAMSAA4x = OpenVRAA(C.GetOpenVRAA(2))
	// OVRAAMSAA8x ...
	OVRAAMSAA8x = OpenVRAA(C.GetOpenVRAA(3))
	// OVRAAMSAA16x ...
	OVRAAMSAA16x = OpenVRAA(C.GetOpenVRAA(4))
)
View Source
var (
	// VFFUNKNOWN ...
	VFFUNKNOWN = VideoFrameFormat(C.GetVideoFrameFormat(0))
	// VFFYUV422 ...
	VFFYUV422 = VideoFrameFormat(C.GetVideoFrameFormat(1))
	// VFFRGB24 ...
	VFFRGB24 = VideoFrameFormat(C.GetVideoFrameFormat(2))
)

CFColor ...

CFDepth ...

CFDiscardAll ...

View Source
var CFDiscardColor0 = ClearFlags(C.WrapGetCFDiscardColor0())

CFDiscardColor0 ...

View Source
var CFDiscardColor1 = ClearFlags(C.WrapGetCFDiscardColor1())

CFDiscardColor1 ...

View Source
var CFDiscardColor2 = ClearFlags(C.WrapGetCFDiscardColor2())

CFDiscardColor2 ...

View Source
var CFDiscardColor3 = ClearFlags(C.WrapGetCFDiscardColor3())

CFDiscardColor3 ...

View Source
var CFDiscardColor4 = ClearFlags(C.WrapGetCFDiscardColor4())

CFDiscardColor4 ...

View Source
var CFDiscardColor5 = ClearFlags(C.WrapGetCFDiscardColor5())

CFDiscardColor5 ...

View Source
var CFDiscardColor6 = ClearFlags(C.WrapGetCFDiscardColor6())

CFDiscardColor6 ...

View Source
var CFDiscardColor7 = ClearFlags(C.WrapGetCFDiscardColor7())

CFDiscardColor7 ...

View Source
var CFDiscardColorAll = ClearFlags(C.WrapGetCFDiscardColorAll())

CFDiscardColorAll ...

View Source
var CFDiscardDepth = ClearFlags(C.WrapGetCFDiscardDepth())

CFDiscardDepth ...

View Source
var CFDiscardStencil = ClearFlags(C.WrapGetCFDiscardStencil())

CFDiscardStencil ...

CFNone ...

CFStencil ...

DFIFH ...

DFProfiler ...

DFStats ...

DFText ...

DFWireframe ...

View Source
var InvalidAudioStreamRef = int32(C.WrapGetInvalidAudioStreamRef())

InvalidAudioStreamRef ...

View Source
var InvalidFrameBufferHandle = FrameBufferHandle{/* contains filtered or unexported fields */}

InvalidFrameBufferHandle ...

View Source
var InvalidMaterialRef = MaterialRef{/* contains filtered or unexported fields */}

InvalidMaterialRef ...

View Source
var InvalidModelRef = ModelRef{/* contains filtered or unexported fields */}

InvalidModelRef ...

View Source
var InvalidPipelineProgramRef = PipelineProgramRef{/* contains filtered or unexported fields */}

InvalidPipelineProgramRef ...

View Source
var InvalidSceneAnimRef = SceneAnimRef{/* contains filtered or unexported fields */}

InvalidSceneAnimRef ...

View Source
var InvalidTextureRef = TextureRef{/* contains filtered or unexported fields */}

InvalidTextureRef ...

LSSFAll ...

LSSFAnims ...

View Source
var LSSFDoNotChangeCurrentCameraIfValid = LoadSaveSceneFlags(C.WrapGetLSSFDoNotChangeCurrentCameraIfValid())

LSSFDoNotChangeCurrentCameraIfValid ...

View Source
var LSSFFreezeMatrixToTransformOnSave = LoadSaveSceneFlags(C.WrapGetLSSFFreezeMatrixToTransformOnSave())

LSSFFreezeMatrixToTransformOnSave ...

LSSFKeyValues ...

LSSFNodes ...

LSSFPhysics ...

LSSFQueueModelLoads ...

LSSFQueueTextureLoads ...

LSSFScene ...

LSSFScripts ...

View Source
var NullNode = Node{/* contains filtered or unexported fields */}

NullNode ...

View Source
var OnTextInput = SignalReturningVoidTakingConstCharPtr{/* contains filtered or unexported fields */}

OnTextInput ...

RFCapture ...

RFDepthClamp ...

View Source
var RFFlipAfterRender = ResetFlags(C.WrapGetRFFlipAfterRender())

RFFlipAfterRender ...

View Source
var RFFlushAfterRender = ResetFlags(C.WrapGetRFFlushAfterRender())

RFFlushAfterRender ...

RFHDR10 ...

RFHiDPI ...

RFMSAA16X ...

RFMSAA2X ...

RFMSAA4X ...

RFMSAA8X ...

View Source
var RFMaxAnisotropy = ResetFlags(C.WrapGetRFMaxAnisotropy())

RFMaxAnisotropy ...

RFNone ...

View Source
var RFSRGBBackBuffer = ResetFlags(C.WrapGetRFSRGBBackBuffer())

RFSRGBBackBuffer ...

RFSuspend ...

RFVSync ...

View Source
var SNDInvalid = SoundRef(C.WrapGetSNDInvalid())

SNDInvalid ...

SRCInvalid ...

View Source
var TFBlitDestination = TextureFlags(C.WrapGetTFBlitDestination())

TFBlitDestination ...

TFReadBack ...

TFRenderTarget ...

View Source
var TFSamplerMagAnisotropic = TextureFlags(C.WrapGetTFSamplerMagAnisotropic())

TFSamplerMagAnisotropic ...

View Source
var TFSamplerMagPoint = TextureFlags(C.WrapGetTFSamplerMagPoint())

TFSamplerMagPoint ...

View Source
var TFSamplerMinAnisotropic = TextureFlags(C.WrapGetTFSamplerMinAnisotropic())

TFSamplerMinAnisotropic ...

View Source
var TFSamplerMinPoint = TextureFlags(C.WrapGetTFSamplerMinPoint())

TFSamplerMinPoint ...

TFUBorder ...

TFUClamp ...

TFUMirror ...

TFVBorder ...

TFVClamp ...

TFVMirror ...

TFWBorder ...

TFWClamp ...

TFWMirror ...

View Source
var UnspecifiedAnimTime = int64(C.WrapGetUnspecifiedAnimTime())

UnspecifiedAnimTime ...

Functions

func ARGB32

func ARGB32(r uint8, g uint8, b uint8) uint32

ARGB32 Create a 32 bit integer ARGB color.

func ARGB32ToRGBA32

func ARGB32ToRGBA32(argb uint32) uint32

ARGB32ToRGBA32 Convert a 32 bit integer ARGB color to RGBA.

func ARGB32WithA

func ARGB32WithA(r uint8, g uint8, b uint8, a uint8) uint32

ARGB32WithA Create a 32 bit integer ARGB color.

func AbsWithFloatV

func AbsWithFloatV(v float32) float32

AbsWithFloatV Return the absolute value of the function input. For vectors, the absolute value is applied to each component individually and the resulting vector is returned.

func AbsWithIntV

func AbsWithIntV(v int32) int32

AbsWithIntV Return the absolute value of the function input. For vectors, the absolute value is applied to each component individually and the resulting vector is returned.

func AddAssetsFolder

func AddAssetsFolder(path string) bool

AddAssetsFolder Mount a local filesystem folder as an assets source. See [harfang.man.Assets].

func AddAssetsPackage

func AddAssetsPackage(path string) bool

AddAssetsPackage Mount an archive stored on the local filesystem as an assets source. See [harfang.man.Assets].

func ApplyBloom

func ApplyBloom(viewid *uint16, rect *IntRect, input *Texture, output *FrameBufferHandle, bloom *Bloom, threshold float32, smoothness float32, intensity float32)

ApplyBloom Process `input` texture and generate a bloom overlay on top of `output`, input and output must be of the same size. Use harfang.CreateBloomFromFile/harfang.CreateBloomFromAssets to create a harfang.Bloom object and harfang.DestroyBloom to destroy its internal resources after usage.

func AudioInit

func AudioInit() bool

AudioInit Initialize the audio system.

func AudioShutdown

func AudioShutdown()

AudioShutdown Shutdown the audio system.

func BeginProfilerSection

func BeginProfilerSection(name string) int32

BeginProfilerSection Begin a named profiler section. Call harfang.EndProfilerSection to end the section.

func BeginProfilerSectionWithSectionDetails

func BeginProfilerSectionWithSectionDetails(name string, sectiondetails string) int32

BeginProfilerSectionWithSectionDetails Begin a named profiler section. Call harfang.EndProfilerSection to end the section.

func CaptureTexture

func CaptureTexture(resources *PipelineResources, tex *TextureRef, pic *Picture) uint32

CaptureTexture Capture a texture content to a harfang.Picture. Return the frame counter at which the capture will be complete. A harfang.Picture object can be accessed by the CPU. This function is asynchronous and its result will not be available until the returned frame counter is equal or greater to the frame counter returned by harfang.Frame.

func ClampWithV

func ClampWithV(v float32, min float32, max float32) float32

ClampWithV Return a vector whose elements are equal to the vector elements clipped to the specified interval.

func ClampWithVMinMax

func ClampWithVMinMax(v int32, min int32, max int32) int32

ClampWithVMinMax Return a vector whose elements are equal to the vector elements clipped to the specified interval.

func ClassifyLine

func ClassifyLine(minmax *MinMax, position *Vec3, direction *Vec3) (bool, *Vec3, *Vec3)

ClassifyLine Return `true` if the provided line intersect the bounding volume, `false` otherwise.

func ClassifySegment

func ClassifySegment(minmax *MinMax, p0 *Vec3, p1 *Vec3) (bool, *Vec3, *Vec3)

ClassifySegment Return `true` if the provided segment intersect the bounding volume, `false` otherwise.

func CleanPath

func CleanPath(path string) string

CleanPath Cleanup a local filesystem path according to the host platform conventions. - Remove redundant folder separators. - Remove redundant `.` and `..` folder entries. - Ensure forward slash (`/`) folder separators on Unix and back slash (`\\`) folder separators on Windows.

func Close

func Close(file *File) bool

Close Close a file handle.

func Cm

func Cm(cm float32) float32

Cm Convert a value in centimeters to the Harfang internal unit system. See [harfang.man.CoordinateAndUnitSystem].

func ColorToABGR32

func ColorToABGR32(color *Color) uint32

ColorToABGR32 Return a 32 bit ABGR integer from a color.

func ColorToGrayscale

func ColorToGrayscale(color *Color) float32

ColorToGrayscale Return the grayscale representation of a color. A weighted average is used to account for human perception of colors.

func ColorToRGBA32

func ColorToRGBA32(color *Color) uint32

ColorToRGBA32 Return a 32 bit RGBA integer from a color.

func ComputeSAO

func ComputeSAO(viewid *uint16, rect *IntRect, attr0 *Texture, attr1 *Texture, noise *Texture, output *FrameBufferHandle, sao *SAO, projection *Mat44, bias float32, radius float32, samplecount int32, sharpness float32)

ComputeSAO ...

func ComputeSortKey

func ComputeSortKey(viewdepth float32) uint32

ComputeSortKey Compute a sorting key to control the rendering order of a display list, `view_depth` is expected in view space.

func ComputeSortKeyFromWorld

func ComputeSortKeyFromWorld(T *Vec3, view *Mat4) uint32

ComputeSortKeyFromWorld Compute a sorting key to control the rendering order of a display list.

func ComputeSortKeyFromWorldWithModel

func ComputeSortKeyFromWorldWithModel(T *Vec3, view *Mat4, model *Mat4) uint32

ComputeSortKeyFromWorldWithModel Compute a sorting key to control the rendering order of a display list.

func ComputeTextHeight

func ComputeTextHeight(font *Font, text string) float32

ComputeTextHeight Compute the height of a text string.

func Contains

func Contains(minmax *MinMax, position *Vec3) bool

Contains Return `true` if the provided position is inside the bounding volume, `false` otherwise.

func CopyDir

func CopyDir(src string, dst string) bool

CopyDir Copy a directory on the local filesystem, this function does not recurse through subdirectories. See harfang.CopyDirRecursive.

func CopyDirRecursive

func CopyDirRecursive(src string, dst string) bool

CopyDirRecursive Copy a directory on the local filesystem, recurse through subdirectories.

func CopyFile

func CopyFile(src string, dst string) bool

CopyFile Copy a file on the local filesystem.

func CosineInterpolate

func CosineInterpolate(y0 float32, y1 float32, t float32) float32

CosineInterpolate Compute the cosine interpolated value between `y0` and `y1` at `t`. See harfang.LinearInterpolate, harfang.CubicInterpolate and harfang.HermiteInterpolate.

func CreateMissingMaterialProgramValuesFromAssets

func CreateMissingMaterialProgramValuesFromAssets(mat *Material, resources *PipelineResources)

CreateMissingMaterialProgramValuesFromAssets This function scans the material program uniforms and creates a corresponding entry in the material if missing. Resources are loaded from the asset system if a default uniform value requires it. See [harfang.man.Assets].

func CreateMissingMaterialProgramValuesFromFile

func CreateMissingMaterialProgramValuesFromFile(mat *Material, resources *PipelineResources)

CreateMissingMaterialProgramValuesFromFile This function scans the material program uniforms and creates a corresponding entry in the material if missing. Resources are loaded from the local filesystem if a default uniform value requires it.

func CubicInterpolate

func CubicInterpolate(y0 float32, y1 float32, y2 float32, y3 float32, t float32) float32

CubicInterpolate Perform a cubic interpolation across four values with `t` in the [harfang.0;1] range between `y1` and `y2`. See harfang.LinearInterpolate, harfang.CosineInterpolate and harfang.HermiteInterpolate.

func CutFileExtension

func CutFileExtension(path string) string

CutFileExtension Return a file path with its extension stripped. See harfang.CutFilePath and harfang.CutFileName.

func CutFileName

func CutFileName(path string) string

CutFileName Return the name part of a file path. All folder navigation and extension are stripped. See harfang.CutFileExtension and harfang.CutFilePath.

func CutFilePath

func CutFilePath(path string) string

CutFilePath Return the folder navigation part of a file path. The file name and its extension are stripped. See harfang.CutFileExtension and harfang.CutFileName.

func Debug

func Debug(msg string)

Debug Output to the engine debug log. See harfang.Log, harfang.Warn and harfang.Error.

func DebugSceneExplorer

func DebugSceneExplorer(scene *Scene, name string)

DebugSceneExplorer ...

func DebugWithDetails

func DebugWithDetails(msg string, details string)

DebugWithDetails Output to the engine debug log. See harfang.Log, harfang.Warn and harfang.Error.

func Decompose

func Decompose(m *Mat4) (*Vec3, *Vec3, *Vec3)

Decompose Decompose a transformation matrix into its translation, scaling and rotation components.

func DecomposeWithRotationOrder

func DecomposeWithRotationOrder(m *Mat4, rotationorder RotationOrder) (*Vec3, *Vec3, *Vec3)

DecomposeWithRotationOrder Decompose a transformation matrix into its translation, scaling and rotation components.

func Deg

func Deg(degrees float32) float32

Deg Convert an angle in degrees to the engine unit system. See [harfang.man.CoordinateAndUnitSystem].

func DegreeToRadian

func DegreeToRadian(degrees float32) float32

DegreeToRadian Convert an angle in degrees to radians.

func DestroyBloom

func DestroyBloom(bloom *Bloom)

DestroyBloom Destroy a bloom post process object and all associated resources.

func DestroyForwardPipeline

func DestroyForwardPipeline(pipeline *ForwardPipeline)

DestroyForwardPipeline Destroy a forward pipeline object.

func DestroyForwardPipelineAAA

func DestroyForwardPipelineAAA(pipeline *ForwardPipelineAAA)

DestroyForwardPipelineAAA ...

func DestroyFrameBuffer

func DestroyFrameBuffer(frameBuffer *FrameBuffer)

DestroyFrameBuffer Destroy a frame buffer and its resources.

func DestroyProgram

func DestroyProgram(h *ProgramHandle)

DestroyProgram Destroy a shader program.

func DestroySAO

func DestroySAO(sao *SAO)

DestroySAO Destroy an ambient occlusion post process object and its resources.

func DestroyTexture

func DestroyTexture(tex *Texture)

DestroyTexture Destroy a texture object.

func DestroyWindow

func DestroyWindow(window *Window) bool

DestroyWindow Destroy a window object.

func Det

func Det(m *Mat3) float32

Det Return the determinant of a matrix.

func Dist

func Dist(a *Vec2, b *Vec2) float32

Dist Return the Euclidean distance between two vectors.

func Dist2

func Dist2(a *Vec2, b *Vec2) float32

Dist2 Return the squared Euclidean distance between two vectors.

func Dist2WithAB

func Dist2WithAB(a *IVec2, b *IVec2) int32

Dist2WithAB Return the squared Euclidean distance between two vectors.

func Dist2WithVec3AVec3B

func Dist2WithVec3AVec3B(a *Vec3, b *Vec3) float32

Dist2WithVec3AVec3B Return the squared Euclidean distance between two vectors.

func DistWithAB

func DistWithAB(a *IVec2, b *IVec2) int32

DistWithAB Return the Euclidean distance between two vectors.

func DistWithQuaternionAQuaternionB

func DistWithQuaternionAQuaternionB(a *Quaternion, b *Quaternion) float32

DistWithQuaternionAQuaternionB Return the Euclidean distance between two vectors.

func DistWithVec3AVec3B

func DistWithVec3AVec3B(a *Vec3, b *Vec3) float32

DistWithVec3AVec3B Return the Euclidean distance between two vectors.

func DistanceToPlane

func DistanceToPlane(plane *Vec4, p *Vec3) float32

DistanceToPlane Return the signed distance from point __p__ to a plane. - Distance is positive if __p__ is in front of the plane, meaning that the plane normal is pointing towards __p__. - Distance is negative if __p__ is behind the plane, meaning that the plane normal is pointing away from __p__. - Distance is 0.0 if **p** is lying on the plane.

func Dot

func Dot(a *Vec2, b *Vec2) float32

Dot Return the dot product of two vectors.

func DotWithAB

func DotWithAB(a *IVec2, b *IVec2) int32

DotWithAB Return the dot product of two vectors.

func DotWithVec3AVec3B

func DotWithVec3AVec3B(a *Vec3, b *Vec3) float32

DotWithVec3AVec3B Return the dot product of two vectors.

func DrawLines

func DrawLines(viewid uint16, vtx *Vertices, prg *ProgramHandle)

DrawLines Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithIdxVtxPrgValuesTextures

func DrawLinesWithIdxVtxPrgValuesTextures(viewid uint16, idx *Uint16TList, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList)

DrawLinesWithIdxVtxPrgValuesTextures Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithIdxVtxPrgValuesTexturesRenderState

func DrawLinesWithIdxVtxPrgValuesTexturesRenderState(viewid uint16, idx *Uint16TList, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, renderstate *RenderState)

DrawLinesWithIdxVtxPrgValuesTexturesRenderState Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithIdxVtxPrgValuesTexturesRenderStateDepth

func DrawLinesWithIdxVtxPrgValuesTexturesRenderStateDepth(viewid uint16, idx *Uint16TList, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, renderstate *RenderState, depth uint32)

DrawLinesWithIdxVtxPrgValuesTexturesRenderStateDepth Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithRenderState

func DrawLinesWithRenderState(viewid uint16, vtx *Vertices, prg *ProgramHandle, renderstate *RenderState)

DrawLinesWithRenderState Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithRenderStateDepth

func DrawLinesWithRenderStateDepth(viewid uint16, vtx *Vertices, prg *ProgramHandle, renderstate *RenderState, depth uint32)

DrawLinesWithRenderStateDepth Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTextures

func DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTextures(viewid uint16, SliceOfidx GoSliceOfuint16T, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture)

DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTextures Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesRenderState

func DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesRenderState(viewid uint16, SliceOfidx GoSliceOfuint16T, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, renderstate *RenderState)

DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesRenderState Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesRenderStateDepth

func DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesRenderStateDepth(viewid uint16, SliceOfidx GoSliceOfuint16T, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, renderstate *RenderState, depth uint32)

DrawLinesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesRenderStateDepth Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithSliceOfValuesSliceOfTextures

func DrawLinesWithSliceOfValuesSliceOfTextures(viewid uint16, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture)

DrawLinesWithSliceOfValuesSliceOfTextures Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithSliceOfValuesSliceOfTexturesRenderState

func DrawLinesWithSliceOfValuesSliceOfTexturesRenderState(viewid uint16, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, renderstate *RenderState)

DrawLinesWithSliceOfValuesSliceOfTexturesRenderState Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithSliceOfValuesSliceOfTexturesRenderStateDepth

func DrawLinesWithSliceOfValuesSliceOfTexturesRenderStateDepth(viewid uint16, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, renderstate *RenderState, depth uint32)

DrawLinesWithSliceOfValuesSliceOfTexturesRenderStateDepth Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithValuesTextures

func DrawLinesWithValuesTextures(viewid uint16, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList)

DrawLinesWithValuesTextures Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithValuesTexturesRenderState

func DrawLinesWithValuesTexturesRenderState(viewid uint16, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, renderstate *RenderState)

DrawLinesWithValuesTexturesRenderState Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawLinesWithValuesTexturesRenderStateDepth

func DrawLinesWithValuesTexturesRenderStateDepth(viewid uint16, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, renderstate *RenderState, depth uint32)

DrawLinesWithValuesTexturesRenderStateDepth Draw a list of lines to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModel

func DrawModel(viewid uint16, mdl *Model, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, matrix *Mat4)

DrawModel Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithMatrices

func DrawModelWithMatrices(viewid uint16, mdl *Model, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, matrices *Mat4List)

DrawModelWithMatrices Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithMatricesRenderState

func DrawModelWithMatricesRenderState(viewid uint16, mdl *Model, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, matrices *Mat4List, renderstate *RenderState)

DrawModelWithMatricesRenderState Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithMatricesRenderStateDepth

func DrawModelWithMatricesRenderStateDepth(viewid uint16, mdl *Model, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, matrices *Mat4List, renderstate *RenderState, depth uint32)

DrawModelWithMatricesRenderStateDepth Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithRenderState

func DrawModelWithRenderState(viewid uint16, mdl *Model, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, matrix *Mat4, renderstate *RenderState)

DrawModelWithRenderState Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithRenderStateDepth

func DrawModelWithRenderStateDepth(viewid uint16, mdl *Model, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, matrix *Mat4, renderstate *RenderState, depth uint32)

DrawModelWithRenderStateDepth Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithSliceOfValuesSliceOfTextures

func DrawModelWithSliceOfValuesSliceOfTextures(viewid uint16, mdl *Model, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, matrix *Mat4)

DrawModelWithSliceOfValuesSliceOfTextures Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithSliceOfValuesSliceOfTexturesRenderState

func DrawModelWithSliceOfValuesSliceOfTexturesRenderState(viewid uint16, mdl *Model, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, matrix *Mat4, renderstate *RenderState)

DrawModelWithSliceOfValuesSliceOfTexturesRenderState Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithSliceOfValuesSliceOfTexturesRenderStateDepth

func DrawModelWithSliceOfValuesSliceOfTexturesRenderStateDepth(viewid uint16, mdl *Model, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, matrix *Mat4, renderstate *RenderState, depth uint32)

DrawModelWithSliceOfValuesSliceOfTexturesRenderStateDepth Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatrices

func DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatrices(viewid uint16, mdl *Model, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, SliceOfmatrices GoSliceOfMat4)

DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatrices Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatricesRenderState

func DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatricesRenderState(viewid uint16, mdl *Model, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, SliceOfmatrices GoSliceOfMat4, renderstate *RenderState)

DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatricesRenderState Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatricesRenderStateDepth

func DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatricesRenderStateDepth(viewid uint16, mdl *Model, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, SliceOfmatrices GoSliceOfMat4, renderstate *RenderState, depth uint32)

DrawModelWithSliceOfValuesSliceOfTexturesSliceOfMatricesRenderStateDepth Draw a model to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawSprites

func DrawSprites(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, pos *Vec3List, size *Vec2, prg *ProgramHandle)

DrawSprites Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithSliceOfPos

func DrawSpritesWithSliceOfPos(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, SliceOfpos GoSliceOfVec3, size *Vec2, prg *ProgramHandle)

DrawSpritesWithSliceOfPos Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTextures

func DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTextures(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, SliceOfpos GoSliceOfVec3, size *Vec2, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture)

DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTextures Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTexturesState

func DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTexturesState(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, SliceOfpos GoSliceOfVec3, size *Vec2, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState)

DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTexturesState Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTexturesStateDepth

func DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTexturesStateDepth(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, SliceOfpos GoSliceOfVec3, size *Vec2, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState, depth uint32)

DrawSpritesWithSliceOfPosSliceOfValuesSliceOfTexturesStateDepth Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithSliceOfPosState

func DrawSpritesWithSliceOfPosState(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, SliceOfpos GoSliceOfVec3, size *Vec2, prg *ProgramHandle, state *RenderState)

DrawSpritesWithSliceOfPosState Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithSliceOfPosStateDepth

func DrawSpritesWithSliceOfPosStateDepth(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, SliceOfpos GoSliceOfVec3, size *Vec2, prg *ProgramHandle, state *RenderState, depth uint32)

DrawSpritesWithSliceOfPosStateDepth Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithState

func DrawSpritesWithState(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, pos *Vec3List, size *Vec2, prg *ProgramHandle, state *RenderState)

DrawSpritesWithState Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithStateDepth

func DrawSpritesWithStateDepth(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, pos *Vec3List, size *Vec2, prg *ProgramHandle, state *RenderState, depth uint32)

DrawSpritesWithStateDepth Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithValuesTextures

func DrawSpritesWithValuesTextures(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, pos *Vec3List, size *Vec2, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList)

DrawSpritesWithValuesTextures Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithValuesTexturesState

func DrawSpritesWithValuesTexturesState(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, pos *Vec3List, size *Vec2, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState)

DrawSpritesWithValuesTexturesState Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawSpritesWithValuesTexturesStateDepth

func DrawSpritesWithValuesTexturesStateDepth(viewid uint16, invviewR *Mat3, vtxlayout *VertexLayout, pos *Vec3List, size *Vec2, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState, depth uint32)

DrawSpritesWithValuesTexturesStateDepth Draw a list of sprites to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program. *Note:* This function prepares the sprite on the CPU before submitting them all to the GPU as a single draw call.

func DrawText

func DrawText(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4)

DrawText Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPos

func DrawTextWithPos(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3)

DrawTextWithPos Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPosHalignValign

func DrawTextWithPosHalignValign(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3, halign DrawTextHAlign, valign DrawTextVAlign)

DrawTextWithPosHalignValign Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPosHalignValignSliceOfValuesSliceOfTextures

func DrawTextWithPosHalignValignSliceOfValuesSliceOfTextures(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3, halign DrawTextHAlign, valign DrawTextVAlign, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture)

DrawTextWithPosHalignValignSliceOfValuesSliceOfTextures Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPosHalignValignSliceOfValuesSliceOfTexturesState

func DrawTextWithPosHalignValignSliceOfValuesSliceOfTexturesState(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3, halign DrawTextHAlign, valign DrawTextVAlign, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState)

DrawTextWithPosHalignValignSliceOfValuesSliceOfTexturesState Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPosHalignValignSliceOfValuesSliceOfTexturesStateDepth

func DrawTextWithPosHalignValignSliceOfValuesSliceOfTexturesStateDepth(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3, halign DrawTextHAlign, valign DrawTextVAlign, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState, depth uint32)

DrawTextWithPosHalignValignSliceOfValuesSliceOfTexturesStateDepth Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPosHalignValignValuesTextures

func DrawTextWithPosHalignValignValuesTextures(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3, halign DrawTextHAlign, valign DrawTextVAlign, values *UniformSetValueList, textures *UniformSetTextureList)

DrawTextWithPosHalignValignValuesTextures Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPosHalignValignValuesTexturesState

func DrawTextWithPosHalignValignValuesTexturesState(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3, halign DrawTextHAlign, valign DrawTextVAlign, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState)

DrawTextWithPosHalignValignValuesTexturesState Write text to the specified view using the provided shader program and uniform values.

func DrawTextWithPosHalignValignValuesTexturesStateDepth

func DrawTextWithPosHalignValignValuesTexturesStateDepth(viewid uint16, font *Font, text string, prg *ProgramHandle, pageuniform string, pagestage uint8, mtx *Mat4, pos *Vec3, halign DrawTextHAlign, valign DrawTextVAlign, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState, depth uint32)

DrawTextWithPosHalignValignValuesTexturesStateDepth Write text to the specified view using the provided shader program and uniform values.

func DrawTriangles

func DrawTriangles(viewid uint16, vtx *Vertices, prg *ProgramHandle)

DrawTriangles Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithIdxVtxPrgValuesTextures

func DrawTrianglesWithIdxVtxPrgValuesTextures(viewid uint16, idx *Uint16TList, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList)

DrawTrianglesWithIdxVtxPrgValuesTextures Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithIdxVtxPrgValuesTexturesState

func DrawTrianglesWithIdxVtxPrgValuesTexturesState(viewid uint16, idx *Uint16TList, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState)

DrawTrianglesWithIdxVtxPrgValuesTexturesState Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithIdxVtxPrgValuesTexturesStateDepth

func DrawTrianglesWithIdxVtxPrgValuesTexturesStateDepth(viewid uint16, idx *Uint16TList, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState, depth uint32)

DrawTrianglesWithIdxVtxPrgValuesTexturesStateDepth Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTextures

func DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTextures(viewid uint16, SliceOfidx GoSliceOfuint16T, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture)

DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTextures Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesState

func DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesState(viewid uint16, SliceOfidx GoSliceOfuint16T, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState)

DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesState Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesStateDepth

func DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesStateDepth(viewid uint16, SliceOfidx GoSliceOfuint16T, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState, depth uint32)

DrawTrianglesWithSliceOfIdxVtxPrgSliceOfValuesSliceOfTexturesStateDepth Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithSliceOfValuesSliceOfTextures

func DrawTrianglesWithSliceOfValuesSliceOfTextures(viewid uint16, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture)

DrawTrianglesWithSliceOfValuesSliceOfTextures Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithSliceOfValuesSliceOfTexturesState

func DrawTrianglesWithSliceOfValuesSliceOfTexturesState(viewid uint16, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState)

DrawTrianglesWithSliceOfValuesSliceOfTexturesState Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithSliceOfValuesSliceOfTexturesStateDepth

func DrawTrianglesWithSliceOfValuesSliceOfTexturesStateDepth(viewid uint16, vtx *Vertices, prg *ProgramHandle, SliceOfvalues GoSliceOfUniformSetValue, SliceOftextures GoSliceOfUniformSetTexture, state *RenderState, depth uint32)

DrawTrianglesWithSliceOfValuesSliceOfTexturesStateDepth Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithState

func DrawTrianglesWithState(viewid uint16, vtx *Vertices, prg *ProgramHandle, state *RenderState)

DrawTrianglesWithState Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithStateDepth

func DrawTrianglesWithStateDepth(viewid uint16, vtx *Vertices, prg *ProgramHandle, state *RenderState, depth uint32)

DrawTrianglesWithStateDepth Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithValuesTextures

func DrawTrianglesWithValuesTextures(viewid uint16, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList)

DrawTrianglesWithValuesTextures Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithValuesTexturesState

func DrawTrianglesWithValuesTexturesState(viewid uint16, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState)

DrawTrianglesWithValuesTexturesState Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func DrawTrianglesWithValuesTexturesStateDepth

func DrawTrianglesWithValuesTexturesStateDepth(viewid uint16, vtx *Vertices, prg *ProgramHandle, values *UniformSetValueList, textures *UniformSetTextureList, state *RenderState, depth uint32)

DrawTrianglesWithValuesTexturesStateDepth Draw a list of triangles to the specified view. Use harfang.UniformSetValueList and harfang.UniformSetTextureList to pass uniform values to the shader program.

func EndProfilerSection

func EndProfilerSection(sectionidx int32)

EndProfilerSection End a named profiler section. Call harfang.BeginProfilerSection to begin a new section.

func Error

func Error(msg string)

Error Output to the engine error log. See harfang.Log, harfang.Debug and harfang.Warn.

func ErrorWithDetails

func ErrorWithDetails(msg string, details string)

ErrorWithDetails Output to the engine error log. See harfang.Log, harfang.Debug and harfang.Warn.

func Exists

func Exists(path string) bool

Exists Return `true` if a file exists on the local filesystem, `false` otherwise.

func ExtractZRangeFromOrthographicProjectionMatrix

func ExtractZRangeFromOrthographicProjectionMatrix(m *Mat44) (*float32, *float32)

ExtractZRangeFromOrthographicProjectionMatrix ...

func ExtractZRangeFromPerspectiveProjectionMatrix

func ExtractZRangeFromPerspectiveProjectionMatrix(m *Mat44) (*float32, *float32)

ExtractZRangeFromPerspectiveProjectionMatrix ...

func ExtractZRangeFromProjectionMatrix

func ExtractZRangeFromProjectionMatrix(m *Mat44) (*float32, *float32)

ExtractZRangeFromProjectionMatrix Extract z near and z far clipping range from a projection matrix.

func ExtractZoomFactorFromProjectionMatrix

func ExtractZoomFactorFromProjectionMatrix(m *Mat44) float32

ExtractZoomFactorFromProjectionMatrix Extract zoom factor from a projection matrix. See harfang.ZoomFactorToFov.

func FRRand

func FRRand() float32

FRRand Return a random floating point value in the provided range, default range is [harfang.-1;1].

func FRRandWithRangeStart

func FRRandWithRangeStart(rangestart float32) float32

FRRandWithRangeStart Return a random floating point value in the provided range, default range is [harfang.-1;1].

func FRRandWithRangeStartRangeEnd

func FRRandWithRangeStartRangeEnd(rangestart float32, rangeend float32) float32

FRRandWithRangeStartRangeEnd Return a random floating point value in the provided range, default range is [harfang.-1;1].

func FRand

func FRand() float32

FRand Return a random floating point value in the provided range, default range is [harfang.0;1]. See harfang.Rand to generate a random integer value.

func FRandWithRange

func FRandWithRange(rangeGo float32) float32

FRandWithRange Return a random floating point value in the provided range, default range is [harfang.0;1]. See harfang.Rand to generate a random integer value.

func FactorizePath

func FactorizePath(path string) string

FactorizePath Return the input path with all redundant navigation entries stripped (folder separator, `..` and `.` entries).

func FileToString

func FileToString(path string) string

FileToString Return the content of a local filesystem as a string.

func FitsInside

func FitsInside(a *Rect, b *Rect) bool

FitsInside Return wether `a` fits in `b`.

func FitsInsideWithAB

func FitsInsideWithAB(a *IntRect, b *IntRect) bool

FitsInsideWithAB Return wether `a` fits in `b`.

func FovToZoomFactor

func FovToZoomFactor(fov float32) float32

FovToZoomFactor Convert from a fov value in radian to a zoom factor value in meters.

func FpsController

func FpsController(keyboard *Keyboard, mouse *Mouse, pos *Vec3, rot *Vec3, speed float32, dt int64)

FpsController Implement a first-person-shooter like controller. The input position and rotation parameters are returned modified according to the state of the control keys. This function is usually used by passing the current camera position and rotation then updating the camera transformation with the returned values.

func FpsControllerWithKeyUpKeyDownKeyLeftKeyRightBtnDxDyPosRotSpeedDtT

func FpsControllerWithKeyUpKeyDownKeyLeftKeyRightBtnDxDyPosRotSpeedDtT(keyup bool, keydown bool, keyleft bool, keyright bool, btn bool, dx float32, dy float32, pos *Vec3, rot *Vec3, speed float32, dtt int64)

FpsControllerWithKeyUpKeyDownKeyLeftKeyRightBtnDxDyPosRotSpeedDtT Implement a first-person-shooter like controller. The input position and rotation parameters are returned modified according to the state of the control keys. This function is usually used by passing the current camera position and rotation then updating the camera transformation with the returned values.

func Frame

func Frame() uint32

Frame Advance the rendering backend to the next frame, execute all queued rendering commands. This function returns the backend current frame. The frame counter is used by asynchronous functions such as harfang.CaptureTexture. You must wait for the frame counter to reach or exceed the value returned by an asynchronous function before accessing its result.

func GetArea

func GetArea(minmax *MinMax) float32

GetArea Return the area of the volume.

func GetClock

func GetClock() int64

GetClock Return the current clock since the last call to harfang.TickClock or harfang.ResetClock. See [harfang.time_to_sec_f] to convert the returned time to second.

func GetClockDt

func GetClockDt() int64

GetClockDt Return the elapsed time recorded during the last call to harfang.TickClock.

func GetCurrentWorkingDirectory

func GetCurrentWorkingDirectory() string

GetCurrentWorkingDirectory Return the system current working directory.

func GetFileExtension

func GetFileExtension(path string) string

GetFileExtension Return the extension part of a file path.

func GetFileName

func GetFileName(path string) string

GetFileName Return the name part of a file path (including its extension).

func GetFilePath

func GetFilePath(path string) string

GetFilePath Return the path part of a file path (excluding file name and extension).

func GetHeight

func GetHeight(rect *Rect) float32

GetHeight Return the height of a rectangle.

func GetHeightWithRect

func GetHeightWithRect(rect *IntRect) int32

GetHeightWithRect Return the height of a rectangle.

func GetJsonBool

func GetJsonBool(js *JSON, key string) (bool, *bool)

GetJsonBool Return the value of a boolean JSON key.

func GetJsonFloat

func GetJsonFloat(js *JSON, key string) (bool, *float32)

GetJsonFloat Return the value of a float JSON key.

func GetJsonInt

func GetJsonInt(js *JSON, key string) (bool, *int32)

GetJsonInt Return the value of an integer JSON key.

func GetJsonString

func GetJsonString(js *JSON, key string) (bool, *string)

GetJsonString Return the value of a string JSON key.

func GetKeyName

func GetKeyName(key Key) string

GetKeyName Return the name for a keyboard key.

func GetKeyNameWithName

func GetKeyNameWithName(key Key, name string) string

GetKeyNameWithName Return the name for a keyboard key.

func GetMaterialAlphaCut

func GetMaterialAlphaCut(mat *Material) bool

GetMaterialAlphaCut ...

func GetMaterialAmbientUsesUV1

func GetMaterialAmbientUsesUV1(mat *Material) bool

GetMaterialAmbientUsesUV1 ...

func GetMaterialDiffuseUsesUV1

func GetMaterialDiffuseUsesUV1(mat *Material) bool

GetMaterialDiffuseUsesUV1 ...

func GetMaterialNormalMapInWorldSpace

func GetMaterialNormalMapInWorldSpace(mat *Material) bool

GetMaterialNormalMapInWorldSpace ...

func GetMaterialSkinning

func GetMaterialSkinning(mat *Material) bool

GetMaterialSkinning ...

func GetMaterialSpecularUsesUV1

func GetMaterialSpecularUsesUV1(mat *Material) bool

GetMaterialSpecularUsesUV1 ...

func GetMaterialWriteRGBA

func GetMaterialWriteRGBA(mat *Material) (*bool, *bool, *bool, *bool)

GetMaterialWriteRGBA Return the material color mask.

func GetMaterialWriteZ

func GetMaterialWriteZ(mat *Material) bool

GetMaterialWriteZ Return the material depth write mask.

func GetMonitorName

func GetMonitorName(monitor *Monitor) string

GetMonitorName Return the monitor name.

func GetSceneForwardPipelinePassViewId

func GetSceneForwardPipelinePassViewId(views *SceneForwardPipelinePassViewId, pass SceneForwardPipelinePass) uint16

GetSceneForwardPipelinePassViewId Return the view id for a scene forward pipeline pass id.

func GetSize

func GetSize(file *File) int32

GetSize Return the size in bytes of a local file.

func GetSourceDuration

func GetSourceDuration(source SourceRef) int64

GetSourceDuration Return the duration of an audio source.

func GetSourceTimecode

func GetSourceTimecode(source SourceRef) int64

GetSourceTimecode Return the current timecode of a playing audio source.

func GetTextures

func GetTextures(framebuffer *FrameBuffer) (*Texture, *Texture)

GetTextures Returns color and depth texture attachments.

func GetUserFolder

func GetUserFolder() string

GetUserFolder Return the system user folder for the current user.

func GetWidth

func GetWidth(rect *Rect) float32

GetWidth Return the width of a rectangle.

func GetWidthWithRect

func GetWidthWithRect(rect *IntRect) int32

GetWidthWithRect Return the width of a rectangle.

func GetWindowClientSize

func GetWindowClientSize(window *Window) (bool, *int32, *int32)

GetWindowClientSize Return a window client rectangle. The client area of a window does not include its decorations.

func GetWindowTitle

func GetWindowTitle(window *Window) (bool, *string)

GetWindowTitle Return a window title.

func GetXWithIntRectRect

func GetXWithIntRectRect(rect *IntRect) int32

GetXWithIntRectRect Return the scaled X axis of a transformation matrix.

func GetXWithRect

func GetXWithRect(rect *Rect) float32

GetXWithRect Return the scaled X axis of a transformation matrix.

func GetYWithIntRectRect

func GetYWithIntRectRect(rect *IntRect) int32

GetYWithIntRectRect Return the scaled Y axis of a transformation matrix.

func GetYWithRect

func GetYWithRect(rect *Rect) float32

GetYWithRect Return the scaled Y axis of a transformation matrix.

func HasFileExtension

func HasFileExtension(path string) bool

HasFileExtension Test the extension of a file path.

func HermiteInterpolate

func HermiteInterpolate(y0 float32, y1 float32, y2 float32, y3 float32, t float32, tension float32, bias float32) float32

HermiteInterpolate Perform a Hermite interpolation across four values with `t` in the [harfang.0;1] range between `y1` and `y2`. The `tension` and `bias` parameters can be used to control the shape of underlying interpolation curve. See harfang.LinearInterpolate, harfang.CosineInterpolate and harfang.CubicInterpolate.

func HideCursor

func HideCursor()

HideCursor Hide the system mouse cursor. See harfang.ShowCursor.

func ImGuiAlignTextToFramePadding

func ImGuiAlignTextToFramePadding()

ImGuiAlignTextToFramePadding Vertically align upcoming text baseline to FramePadding __y__ coordinate so that it will align properly to regularly framed items.

func ImGuiBegin

func ImGuiBegin(name string) bool

ImGuiBegin Start a new window.

func ImGuiBeginChild

func ImGuiBeginChild(id string) bool

ImGuiBeginChild Begin a scrolling region.

func ImGuiBeginChildWithSize

func ImGuiBeginChildWithSize(id string, size *Vec2) bool

ImGuiBeginChildWithSize Begin a scrolling region.

func ImGuiBeginChildWithSizeBorder

func ImGuiBeginChildWithSizeBorder(id string, size *Vec2, border bool) bool

ImGuiBeginChildWithSizeBorder Begin a scrolling region.

func ImGuiBeginChildWithSizeBorderFlags

func ImGuiBeginChildWithSizeBorderFlags(id string, size *Vec2, border bool, flags ImGuiWindowFlags) bool

ImGuiBeginChildWithSizeBorderFlags Begin a scrolling region.

func ImGuiBeginCombo

func ImGuiBeginCombo(label string, previewvalue string) bool

ImGuiBeginCombo Begin a ImGui Combo Box.

func ImGuiBeginComboWithFlags

func ImGuiBeginComboWithFlags(label string, previewvalue string, flags ImGuiComboFlags) bool

ImGuiBeginComboWithFlags Begin a ImGui Combo Box.

func ImGuiBeginFrame

func ImGuiBeginFrame(width int32, height int32, dtclock int64, mouse *MouseState, keyboard *KeyboardState)

ImGuiBeginFrame Begin an ImGui frame. This function must be called once per frame before any other ImGui call. When using multiple contexts, it must be called for each context you intend to use during the current frame. See harfang.ImGuiEndFrame.

func ImGuiBeginFrameWithCtxWidthHeightDtClockMouseKeyboard

func ImGuiBeginFrameWithCtxWidthHeightDtClockMouseKeyboard(ctx *DearImguiContext, width int32, height int32, dtclock int64, mouse *MouseState, keyboard *KeyboardState)

ImGuiBeginFrameWithCtxWidthHeightDtClockMouseKeyboard Begin an ImGui frame. This function must be called once per frame before any other ImGui call. When using multiple contexts, it must be called for each context you intend to use during the current frame. See harfang.ImGuiEndFrame.

func ImGuiBeginGroup

func ImGuiBeginGroup()

ImGuiBeginGroup Lock horizontal starting position. Once closing a group it is seen as a single item (so you can use harfang.ImGuiIsItemHovered on a group, harfang.ImGuiSameLine between groups, etc...).

func ImGuiBeginMainMenuBar

func ImGuiBeginMainMenuBar() bool

ImGuiBeginMainMenuBar Create and append to a full screen menu-bar. Note: Only call harfang.ImGuiEndMainMenuBar if this returns `true`.

func ImGuiBeginMenu

func ImGuiBeginMenu(label string) bool

ImGuiBeginMenu Create a sub-menu entry. Note: Only call harfang.ImGuiEndMenu if this returns `true`.

func ImGuiBeginMenuBar

func ImGuiBeginMenuBar() bool

ImGuiBeginMenuBar Start append to the menu-bar of the current window (requires the `WindowFlags_MenuBar` flag). Note: Only call harfang.ImGuiEndMenuBar if this returns `true`.

func ImGuiBeginMenuWithEnabled

func ImGuiBeginMenuWithEnabled(label string, enabled bool) bool

ImGuiBeginMenuWithEnabled Create a sub-menu entry. Note: Only call harfang.ImGuiEndMenu if this returns `true`.

func ImGuiBeginPopup

func ImGuiBeginPopup(id string) bool

ImGuiBeginPopup Return `true` if popup is opened and starts outputting to it. Note: Only call harfang.ImGuiEndPopup if this returns `true`.

func ImGuiBeginPopupContextItem

func ImGuiBeginPopupContextItem(id string) bool

ImGuiBeginPopupContextItem ImGui helper to open and begin popup when clicked on last item.

func ImGuiBeginPopupContextItemWithMouseButton

func ImGuiBeginPopupContextItemWithMouseButton(id string, mousebutton int32) bool

ImGuiBeginPopupContextItemWithMouseButton ImGui helper to open and begin popup when clicked on last item.

func ImGuiBeginPopupContextVoid

func ImGuiBeginPopupContextVoid() bool

ImGuiBeginPopupContextVoid ImGui helper to open and begin popup when clicked in void (where there are no ImGui windows)

func ImGuiBeginPopupContextVoidWithId

func ImGuiBeginPopupContextVoidWithId(id string) bool

ImGuiBeginPopupContextVoidWithId ImGui helper to open and begin popup when clicked in void (where there are no ImGui windows)

func ImGuiBeginPopupContextVoidWithIdMouseButton

func ImGuiBeginPopupContextVoidWithIdMouseButton(id string, mousebutton int32) bool

ImGuiBeginPopupContextVoidWithIdMouseButton ImGui helper to open and begin popup when clicked in void (where there are no ImGui windows)

func ImGuiBeginPopupContextWindow

func ImGuiBeginPopupContextWindow() bool

ImGuiBeginPopupContextWindow ImGui helper to open and begin popup when clicked on current window.

func ImGuiBeginPopupContextWindowWithId

func ImGuiBeginPopupContextWindowWithId(id string) bool

ImGuiBeginPopupContextWindowWithId ImGui helper to open and begin popup when clicked on current window.

func ImGuiBeginPopupContextWindowWithIdFlags

func ImGuiBeginPopupContextWindowWithIdFlags(id string, flags ImGuiPopupFlags) bool

ImGuiBeginPopupContextWindowWithIdFlags ImGui helper to open and begin popup when clicked on current window.

func ImGuiBeginPopupModal

func ImGuiBeginPopupModal(name string) bool

ImGuiBeginPopupModal Begin an ImGui modal dialog.

func ImGuiBeginPopupModalWithOpen

func ImGuiBeginPopupModalWithOpen(name string, open *bool) bool

ImGuiBeginPopupModalWithOpen Begin an ImGui modal dialog.

func ImGuiBeginPopupModalWithOpenFlags

func ImGuiBeginPopupModalWithOpenFlags(name string, open *bool, flags ImGuiWindowFlags) bool

ImGuiBeginPopupModalWithOpenFlags Begin an ImGui modal dialog.

func ImGuiBeginTooltip

func ImGuiBeginTooltip()

ImGuiBeginTooltip Used to create full-featured tooltip windows that aren't just text.

func ImGuiBeginWithOpenFlags

func ImGuiBeginWithOpenFlags(name string, open *bool, flags ImGuiWindowFlags) bool

ImGuiBeginWithOpenFlags Start a new window.

func ImGuiBullet

func ImGuiBullet()

ImGuiBullet Draw a small circle and keep the cursor on the same line. Advances by the same distance as an empty harfang.ImGuiTreeNode call.

func ImGuiBulletText

func ImGuiBulletText(label string)

ImGuiBulletText Draw a bullet followed by a static text.

func ImGuiButton

func ImGuiButton(label string) bool

ImGuiButton Button widget returning `True` if the button was pressed.

func ImGuiButtonWithSize

func ImGuiButtonWithSize(label string, size *Vec2) bool

ImGuiButtonWithSize Button widget returning `True` if the button was pressed.

func ImGuiCalcItemWidth

func ImGuiCalcItemWidth() float32

ImGuiCalcItemWidth Returns the width of item given pushed settings and current cursor position. Note: This is not necessarily the width of last item.

func ImGuiCaptureKeyboardFromApp

func ImGuiCaptureKeyboardFromApp(capture bool)

ImGuiCaptureKeyboardFromApp Force capture keyboard when your widget is being hovered.

func ImGuiCaptureMouseFromApp

func ImGuiCaptureMouseFromApp(capture bool)

ImGuiCaptureMouseFromApp Force capture mouse when your widget is being hovered.

func ImGuiCheckbox

func ImGuiCheckbox(label string, value *bool) bool

ImGuiCheckbox Display a checkbox widget. Returns an interaction flag (user interacted with the widget) and the current widget state (checked or not after user interaction). ```python was_clicked, my_value = gs.ImGuiCheckBox('My value', my_value) ```

func ImGuiClearInputBuffer

func ImGuiClearInputBuffer()

ImGuiClearInputBuffer Force a reset of the ImGui input buffer.

func ImGuiCloseCurrentPopup

func ImGuiCloseCurrentPopup()

ImGuiCloseCurrentPopup Close the popup we have begin-ed into. Clicking on a menu item or selectable automatically closes the current popup.

func ImGuiCollapsingHeader

func ImGuiCollapsingHeader(label string) bool

ImGuiCollapsingHeader Draw a collapsing header, returns `False` if the header is collapsed so that you may skip drawing the header content.

func ImGuiCollapsingHeaderWithFlags

func ImGuiCollapsingHeaderWithFlags(label string, flags ImGuiTreeNodeFlags) bool

ImGuiCollapsingHeaderWithFlags Draw a collapsing header, returns `False` if the header is collapsed so that you may skip drawing the header content.

func ImGuiCollapsingHeaderWithPOpen

func ImGuiCollapsingHeaderWithPOpen(label string, popen *bool) bool

ImGuiCollapsingHeaderWithPOpen Draw a collapsing header, returns `False` if the header is collapsed so that you may skip drawing the header content.

func ImGuiCollapsingHeaderWithPOpenFlags

func ImGuiCollapsingHeaderWithPOpenFlags(label string, popen *bool, flags ImGuiTreeNodeFlags) bool

ImGuiCollapsingHeaderWithPOpenFlags Draw a collapsing header, returns `False` if the header is collapsed so that you may skip drawing the header content.

func ImGuiColorButton

func ImGuiColorButton(id string, color *Color) bool

ImGuiColorButton Color button widget, display a small colored rectangle.

func ImGuiColorButtonWithFlags

func ImGuiColorButtonWithFlags(id string, color *Color, flags ImGuiColorEditFlags) bool

ImGuiColorButtonWithFlags Color button widget, display a small colored rectangle.

func ImGuiColorButtonWithFlagsSize

func ImGuiColorButtonWithFlagsSize(id string, color *Color, flags ImGuiColorEditFlags, size *Vec2) bool

ImGuiColorButtonWithFlagsSize Color button widget, display a small colored rectangle.

func ImGuiColorEdit

func ImGuiColorEdit(label string, color *Color) bool

ImGuiColorEdit Color editor, returns the widget current color.

func ImGuiColorEditWithFlags

func ImGuiColorEditWithFlags(label string, color *Color, flags ImGuiColorEditFlags) bool

ImGuiColorEditWithFlags Color editor, returns the widget current color.

func ImGuiColumns

func ImGuiColumns()

ImGuiColumns Begin a column layout section. To move to the next column use harfang.ImGuiNextColumn. To end a column layout section pass `1` to this function. **Note:** Current implementation supports a maximum of 64 columns.

func ImGuiColumnsWithCount

func ImGuiColumnsWithCount(count int32)

ImGuiColumnsWithCount Begin a column layout section. To move to the next column use harfang.ImGuiNextColumn. To end a column layout section pass `1` to this function. **Note:** Current implementation supports a maximum of 64 columns.

func ImGuiColumnsWithCountId

func ImGuiColumnsWithCountId(count int32, id string)

ImGuiColumnsWithCountId Begin a column layout section. To move to the next column use harfang.ImGuiNextColumn. To end a column layout section pass `1` to this function. **Note:** Current implementation supports a maximum of 64 columns.

func ImGuiColumnsWithCountIdWithBorder

func ImGuiColumnsWithCountIdWithBorder(count int32, id string, withborder bool)

ImGuiColumnsWithCountIdWithBorder Begin a column layout section. To move to the next column use harfang.ImGuiNextColumn. To end a column layout section pass `1` to this function. **Note:** Current implementation supports a maximum of 64 columns.

func ImGuiCombo

func ImGuiCombo(label string, currentitem *int32, items *StringList) bool

ImGuiCombo Combo box widget, return the current selection index. Combo items are passed as an array of string.

func ImGuiComboWithHeightInItems

func ImGuiComboWithHeightInItems(label string, currentitem *int32, items *StringList, heightinitems int32) bool

ImGuiComboWithHeightInItems Combo box widget, return the current selection index. Combo items are passed as an array of string.

func ImGuiComboWithSliceOfItems

func ImGuiComboWithSliceOfItems(label string, currentitem *int32, SliceOfitems GoSliceOfstring) bool

ImGuiComboWithSliceOfItems Combo box widget, return the current selection index. Combo items are passed as an array of string.

func ImGuiComboWithSliceOfItemsHeightInItems

func ImGuiComboWithSliceOfItemsHeightInItems(label string, currentitem *int32, SliceOfitems GoSliceOfstring, heightinitems int32) bool

ImGuiComboWithSliceOfItemsHeightInItems Combo box widget, return the current selection index. Combo items are passed as an array of string.

func ImGuiDragFloat

func ImGuiDragFloat(label string, v *float32) bool

ImGuiDragFloat Declare a widget to edit a float value. The widget can be dragged over to modify the underlying value.

func ImGuiDragFloatWithVSpeed

func ImGuiDragFloatWithVSpeed(label string, v *float32, vspeed float32) bool

ImGuiDragFloatWithVSpeed Declare a widget to edit a float value. The widget can be dragged over to modify the underlying value.

func ImGuiDragFloatWithVSpeedVMinVMax

func ImGuiDragFloatWithVSpeedVMinVMax(label string, v *float32, vspeed float32, vmin float32, vmax float32) bool

ImGuiDragFloatWithVSpeedVMinVMax Declare a widget to edit a float value. The widget can be dragged over to modify the underlying value.

func ImGuiDragIntVec2

func ImGuiDragIntVec2(label string, v *IVec2) bool

ImGuiDragIntVec2 Declare a widget to edit an [harfang.iVec2] value. The widget can be dragged over to modify the underlying value.

func ImGuiDragIntVec2WithVSpeed

func ImGuiDragIntVec2WithVSpeed(label string, v *IVec2, vspeed float32) bool

ImGuiDragIntVec2WithVSpeed Declare a widget to edit an [harfang.iVec2] value. The widget can be dragged over to modify the underlying value.

func ImGuiDragIntVec2WithVSpeedVMinVMax

func ImGuiDragIntVec2WithVSpeedVMinVMax(label string, v *IVec2, vspeed float32, vmin int32, vmax int32) bool

ImGuiDragIntVec2WithVSpeedVMinVMax Declare a widget to edit an [harfang.iVec2] value. The widget can be dragged over to modify the underlying value.

func ImGuiDragVec2

func ImGuiDragVec2(label string, v *Vec2) bool

ImGuiDragVec2 Declare a float edit widget that can be dragged over to modify its value.

func ImGuiDragVec2WithVSpeed

func ImGuiDragVec2WithVSpeed(label string, v *Vec2, vspeed float32) bool

ImGuiDragVec2WithVSpeed Declare a float edit widget that can be dragged over to modify its value.

func ImGuiDragVec2WithVSpeedVMinVMax

func ImGuiDragVec2WithVSpeedVMinVMax(label string, v *Vec2, vspeed float32, vmin float32, vmax float32) bool

ImGuiDragVec2WithVSpeedVMinVMax Declare a float edit widget that can be dragged over to modify its value.

func ImGuiDragVec3

func ImGuiDragVec3(label string, v *Vec3) bool

ImGuiDragVec3 Declare a widget to edit a harfang.Vec3 value. The widget can be dragged over to modify the underlying value.

func ImGuiDragVec3WithVSpeed

func ImGuiDragVec3WithVSpeed(label string, v *Vec3, vspeed float32) bool

ImGuiDragVec3WithVSpeed Declare a widget to edit a harfang.Vec3 value. The widget can be dragged over to modify the underlying value.

func ImGuiDragVec3WithVSpeedVMinVMax

func ImGuiDragVec3WithVSpeedVMinVMax(label string, v *Vec3, vspeed float32, vmin float32, vmax float32) bool

ImGuiDragVec3WithVSpeedVMinVMax Declare a widget to edit a harfang.Vec3 value. The widget can be dragged over to modify the underlying value.

func ImGuiDragVec4

func ImGuiDragVec4(label string, v *Vec4) bool

ImGuiDragVec4 Declare a widget to edit a harfang.Vec4 value. The widget can be dragged over to modify the underlying value.

func ImGuiDragVec4WithVSpeed

func ImGuiDragVec4WithVSpeed(label string, v *Vec4, vspeed float32) bool

ImGuiDragVec4WithVSpeed Declare a widget to edit a harfang.Vec4 value. The widget can be dragged over to modify the underlying value.

func ImGuiDragVec4WithVSpeedVMinVMax

func ImGuiDragVec4WithVSpeedVMinVMax(label string, v *Vec4, vspeed float32, vmin float32, vmax float32) bool

ImGuiDragVec4WithVSpeedVMinVMax Declare a widget to edit a harfang.Vec4 value. The widget can be dragged over to modify the underlying value.

func ImGuiDummy

func ImGuiDummy(size *Vec2)

ImGuiDummy Add a dummy item of given size.

func ImGuiEnd

func ImGuiEnd()

ImGuiEnd End the current window.

func ImGuiEndChild

func ImGuiEndChild()

ImGuiEndChild End a scrolling region.

func ImGuiEndCombo

func ImGuiEndCombo()

ImGuiEndCombo End a combo widget.

func ImGuiEndFrame

func ImGuiEndFrame()

ImGuiEndFrame End the current ImGui frame. All ImGui rendering is sent to the specified view. If no view is specified, view 255 is used. See [harfang.man.Views].

func ImGuiEndFrameWithCtx

func ImGuiEndFrameWithCtx(ctx *DearImguiContext)

ImGuiEndFrameWithCtx End the current ImGui frame. All ImGui rendering is sent to the specified view. If no view is specified, view 255 is used. See [harfang.man.Views].

func ImGuiEndFrameWithCtxViewId

func ImGuiEndFrameWithCtxViewId(ctx *DearImguiContext, viewid uint16)

ImGuiEndFrameWithCtxViewId End the current ImGui frame. All ImGui rendering is sent to the specified view. If no view is specified, view 255 is used. See [harfang.man.Views].

func ImGuiEndFrameWithViewId

func ImGuiEndFrameWithViewId(viewid uint16)

ImGuiEndFrameWithViewId End the current ImGui frame. All ImGui rendering is sent to the specified view. If no view is specified, view 255 is used. See [harfang.man.Views].

func ImGuiEndGroup

func ImGuiEndGroup()

ImGuiEndGroup End the current group.

func ImGuiEndMainMenuBar

func ImGuiEndMainMenuBar()

ImGuiEndMainMenuBar End the main menu bar. See harfang.ImGuiBeginMainMenuBar.

func ImGuiEndMenu

func ImGuiEndMenu()

ImGuiEndMenu End the current sub-menu entry.

func ImGuiEndMenuBar

func ImGuiEndMenuBar()

ImGuiEndMenuBar End the current menu bar.

func ImGuiEndPopup

func ImGuiEndPopup()

ImGuiEndPopup End the current popup.

func ImGuiEndTooltip

func ImGuiEndTooltip()

ImGuiEndTooltip End the current tooltip window. See harfang.ImGuiBeginTooltip.

func ImGuiGetColorU32

func ImGuiGetColorU32(idx ImGuiCol) uint32

ImGuiGetColorU32 Return a style color component as a 32 bit unsigned integer. See harfang.ImGuiPushStyleColor.

func ImGuiGetColorU32WithAlphaMultiplier

func ImGuiGetColorU32WithAlphaMultiplier(idx ImGuiCol, alphamultiplier float32) uint32

ImGuiGetColorU32WithAlphaMultiplier Return a style color component as a 32 bit unsigned integer. See harfang.ImGuiPushStyleColor.

func ImGuiGetColorU32WithColor

func ImGuiGetColorU32WithColor(color *Color) uint32

ImGuiGetColorU32WithColor Return a style color component as a 32 bit unsigned integer. See harfang.ImGuiPushStyleColor.

func ImGuiGetColumnIndex

func ImGuiGetColumnIndex() int32

ImGuiGetColumnIndex Returns the index of the current column.

func ImGuiGetColumnOffset

func ImGuiGetColumnOffset() float32

ImGuiGetColumnOffset Returns the current column offset in pixels, from the left side of the content region.

func ImGuiGetColumnOffsetWithColumnIndex

func ImGuiGetColumnOffsetWithColumnIndex(columnindex int32) float32

ImGuiGetColumnOffsetWithColumnIndex Returns the current column offset in pixels, from the left side of the content region.

func ImGuiGetColumnWidth

func ImGuiGetColumnWidth() float32

ImGuiGetColumnWidth Returns the current column width in pixels.

func ImGuiGetColumnWidthWithColumnIndex

func ImGuiGetColumnWidthWithColumnIndex(columnindex int32) float32

ImGuiGetColumnWidthWithColumnIndex Returns the current column width in pixels.

func ImGuiGetColumnsCount

func ImGuiGetColumnsCount() int32

ImGuiGetColumnsCount Return the number of columns in the current layout section. See harfang.ImGuiColumns.

func ImGuiGetContentRegionAvailWidth

func ImGuiGetContentRegionAvailWidth() float32

ImGuiGetContentRegionAvailWidth Helper function to return the available width of current content region. See harfang.ImGuiGetContentRegionAvail.

func ImGuiGetCursorPosX

func ImGuiGetCursorPosX() float32

ImGuiGetCursorPosX Helper for harfang.ImGuiGetCursorPos.

func ImGuiGetCursorPosY

func ImGuiGetCursorPosY() float32

ImGuiGetCursorPosY Helper for harfang.ImGuiGetCursorPos.

func ImGuiGetFontSize

func ImGuiGetFontSize() float32

ImGuiGetFontSize Return the font size (height in pixels) of the current ImGui font with the current scale applied.

func ImGuiGetFrameCount

func ImGuiGetFrameCount() int32

ImGuiGetFrameCount Return the ImGui frame counter. See harfang.ImGuiBeginFrame and harfang.ImGuiEndFrame.

func ImGuiGetFrameHeightWithSpacing

func ImGuiGetFrameHeightWithSpacing() float32

ImGuiGetFrameHeightWithSpacing Return the following value: FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)

func ImGuiGetID

func ImGuiGetID(id string) uint32

ImGuiGetID Return a unique ImGui ID.

func ImGuiGetScrollMaxX

func ImGuiGetScrollMaxX() float32

ImGuiGetScrollMaxX Get maximum scrolling amount on the horizontal axis.

func ImGuiGetScrollMaxY

func ImGuiGetScrollMaxY() float32

ImGuiGetScrollMaxY Get maximum scrolling amount on the vertical axis.

func ImGuiGetScrollX

func ImGuiGetScrollX() float32

ImGuiGetScrollX Get scrolling amount on the horizontal axis.

func ImGuiGetScrollY

func ImGuiGetScrollY() float32

ImGuiGetScrollY Get scrolling amount on the vertical axis.

func ImGuiGetTextLineHeight

func ImGuiGetTextLineHeight() float32

ImGuiGetTextLineHeight Return the height of a text line using the current font. See harfang.ImGuiPushFont.

func ImGuiGetTextLineHeightWithSpacing

func ImGuiGetTextLineHeightWithSpacing() float32

ImGuiGetTextLineHeightWithSpacing Return the height of a text line using the current font plus vertical spacing between two layout lines. See harfang.ImGuiGetTextLineHeight.

func ImGuiGetTime

func ImGuiGetTime() float32

ImGuiGetTime Return the current ImGui time in seconds.

func ImGuiGetTreeNodeToLabelSpacing

func ImGuiGetTreeNodeToLabelSpacing() float32

ImGuiGetTreeNodeToLabelSpacing Return the horizontal distance preceding label when using harfang.ImGuiTreeNode or harfang.ImGuiBullet. The value `g.FontSize + style.FramePadding.x * 2` is returned for a regular unframed TreeNode.

func ImGuiGetWindowContentRegionWidth

func ImGuiGetWindowContentRegionWidth() float32

ImGuiGetWindowContentRegionWidth Return the width of the content region.

func ImGuiGetWindowHeight

func ImGuiGetWindowHeight() float32

ImGuiGetWindowHeight Return the current window height.

func ImGuiGetWindowWidth

func ImGuiGetWindowWidth() float32

ImGuiGetWindowWidth Return the current window width.

func ImGuiImage

func ImGuiImage(tex *Texture, size *Vec2)

ImGuiImage Display a texture as an image widget. See harfang.ImGuiImageButton.

func ImGuiImageButton

func ImGuiImageButton(tex *Texture, size *Vec2) bool

ImGuiImageButton Declare an image button displaying the provided texture. See harfang.ImGuiImage.

func ImGuiImageButtonWithUv0

func ImGuiImageButtonWithUv0(tex *Texture, size *Vec2, uv0 *Vec2) bool

ImGuiImageButtonWithUv0 Declare an image button displaying the provided texture. See harfang.ImGuiImage.

func ImGuiImageButtonWithUv0Uv1

func ImGuiImageButtonWithUv0Uv1(tex *Texture, size *Vec2, uv0 *Vec2, uv1 *Vec2) bool

ImGuiImageButtonWithUv0Uv1 Declare an image button displaying the provided texture. See harfang.ImGuiImage.

func ImGuiImageButtonWithUv0Uv1FramePadding

func ImGuiImageButtonWithUv0Uv1FramePadding(tex *Texture, size *Vec2, uv0 *Vec2, uv1 *Vec2, framepadding int32) bool

ImGuiImageButtonWithUv0Uv1FramePadding Declare an image button displaying the provided texture. See harfang.ImGuiImage.

func ImGuiImageButtonWithUv0Uv1FramePaddingBgCol

func ImGuiImageButtonWithUv0Uv1FramePaddingBgCol(tex *Texture, size *Vec2, uv0 *Vec2, uv1 *Vec2, framepadding int32, bgcol *Color) bool

ImGuiImageButtonWithUv0Uv1FramePaddingBgCol Declare an image button displaying the provided texture. See harfang.ImGuiImage.

func ImGuiImageButtonWithUv0Uv1FramePaddingBgColTintCol

func ImGuiImageButtonWithUv0Uv1FramePaddingBgColTintCol(tex *Texture, size *Vec2, uv0 *Vec2, uv1 *Vec2, framepadding int32, bgcol *Color, tintcol *Color) bool

ImGuiImageButtonWithUv0Uv1FramePaddingBgColTintCol Declare an image button displaying the provided texture. See harfang.ImGuiImage.

func ImGuiImageWithUv0

func ImGuiImageWithUv0(tex *Texture, size *Vec2, uv0 *Vec2)

ImGuiImageWithUv0 Display a texture as an image widget. See harfang.ImGuiImageButton.

func ImGuiImageWithUv0Uv1

func ImGuiImageWithUv0Uv1(tex *Texture, size *Vec2, uv0 *Vec2, uv1 *Vec2)

ImGuiImageWithUv0Uv1 Display a texture as an image widget. See harfang.ImGuiImageButton.

func ImGuiImageWithUv0Uv1TintCol

func ImGuiImageWithUv0Uv1TintCol(tex *Texture, size *Vec2, uv0 *Vec2, uv1 *Vec2, tintcol *Color)

ImGuiImageWithUv0Uv1TintCol Display a texture as an image widget. See harfang.ImGuiImageButton.

func ImGuiImageWithUv0Uv1TintColBorderCol

func ImGuiImageWithUv0Uv1TintColBorderCol(tex *Texture, size *Vec2, uv0 *Vec2, uv1 *Vec2, tintcol *Color, bordercol *Color)

ImGuiImageWithUv0Uv1TintColBorderCol Display a texture as an image widget. See harfang.ImGuiImageButton.

func ImGuiIndent

func ImGuiIndent()

ImGuiIndent Move content position toward the right.

func ImGuiIndentWithWidth

func ImGuiIndentWithWidth(width float32)

ImGuiIndentWithWidth Move content position toward the right.

func ImGuiInit

func ImGuiInit(fontsize float32, imguiprogram *ProgramHandle, imguiimageprogram *ProgramHandle)

ImGuiInit Initialize the global ImGui context. This function must be called once before any other ImGui function using the global context. See harfang.ImGuiInitContext.

func ImGuiInputFloat

func ImGuiInputFloat(label string, v *float32) bool

ImGuiInputFloat Float field widget.

func ImGuiInputFloatWithStepStepFast

func ImGuiInputFloatWithStepStepFast(label string, v *float32, step float32, stepfast float32) bool

ImGuiInputFloatWithStepStepFast Float field widget.

func ImGuiInputFloatWithStepStepFastDecimalPrecision

func ImGuiInputFloatWithStepStepFastDecimalPrecision(label string, v *float32, step float32, stepfast float32, decimalprecision int32) bool

ImGuiInputFloatWithStepStepFastDecimalPrecision Float field widget.

func ImGuiInputFloatWithStepStepFastDecimalPrecisionFlags

func ImGuiInputFloatWithStepStepFastDecimalPrecisionFlags(label string, v *float32, step float32, stepfast float32, decimalprecision int32, flags ImGuiInputTextFlags) bool

ImGuiInputFloatWithStepStepFastDecimalPrecisionFlags Float field widget.

func ImGuiInputInt

func ImGuiInputInt(label string, v *int32) bool

ImGuiInputInt Integer field widget.

func ImGuiInputIntVec2

func ImGuiInputIntVec2(label string, v *IVec2) bool

ImGuiInputIntVec2 ...

func ImGuiInputIntVec2WithFlags

func ImGuiInputIntVec2WithFlags(label string, v *IVec2, flags ImGuiInputTextFlags) bool

ImGuiInputIntVec2WithFlags ...

func ImGuiInputIntWithStepStepFast

func ImGuiInputIntWithStepStepFast(label string, v *int32, step int32, stepfast int32) bool

ImGuiInputIntWithStepStepFast Integer field widget.

func ImGuiInputIntWithStepStepFastFlags

func ImGuiInputIntWithStepStepFastFlags(label string, v *int32, step int32, stepfast int32, flags ImGuiInputTextFlags) bool

ImGuiInputIntWithStepStepFastFlags Integer field widget.

func ImGuiInputText

func ImGuiInputText(label string, text string, maxsize int32) (bool, *string)

ImGuiInputText Text input widget, returns the current widget buffer content.

func ImGuiInputTextWithFlags

func ImGuiInputTextWithFlags(label string, text string, maxsize int32, flags ImGuiInputTextFlags) (bool, *string)

ImGuiInputTextWithFlags Text input widget, returns the current widget buffer content.

func ImGuiInputVec2

func ImGuiInputVec2(label string, v *Vec2) bool

ImGuiInputVec2 harfang.Vec2 field widget.

func ImGuiInputVec2WithDecimalPrecision

func ImGuiInputVec2WithDecimalPrecision(label string, v *Vec2, decimalprecision int32) bool

ImGuiInputVec2WithDecimalPrecision harfang.Vec2 field widget.

func ImGuiInputVec2WithDecimalPrecisionFlags

func ImGuiInputVec2WithDecimalPrecisionFlags(label string, v *Vec2, decimalprecision int32, flags ImGuiInputTextFlags) bool

ImGuiInputVec2WithDecimalPrecisionFlags harfang.Vec2 field widget.

func ImGuiInputVec3

func ImGuiInputVec3(label string, v *Vec3) bool

ImGuiInputVec3 harfang.Vec3 field widget.

func ImGuiInputVec3WithDecimalPrecision

func ImGuiInputVec3WithDecimalPrecision(label string, v *Vec3, decimalprecision int32) bool

ImGuiInputVec3WithDecimalPrecision harfang.Vec3 field widget.

func ImGuiInputVec3WithDecimalPrecisionFlags

func ImGuiInputVec3WithDecimalPrecisionFlags(label string, v *Vec3, decimalprecision int32, flags ImGuiInputTextFlags) bool

ImGuiInputVec3WithDecimalPrecisionFlags harfang.Vec3 field widget.

func ImGuiInputVec4

func ImGuiInputVec4(label string, v *Vec4) bool

ImGuiInputVec4 harfang.Vec4 field widget.

func ImGuiInputVec4WithDecimalPrecision

func ImGuiInputVec4WithDecimalPrecision(label string, v *Vec4, decimalprecision int32) bool

ImGuiInputVec4WithDecimalPrecision harfang.Vec4 field widget.

func ImGuiInputVec4WithDecimalPrecisionFlags

func ImGuiInputVec4WithDecimalPrecisionFlags(label string, v *Vec4, decimalprecision int32, flags ImGuiInputTextFlags) bool

ImGuiInputVec4WithDecimalPrecisionFlags harfang.Vec4 field widget.

func ImGuiInvisibleButton

func ImGuiInvisibleButton(text string, size *Vec2) bool

ImGuiInvisibleButton Invisible button widget, return `True` if the button was pressed.

func ImGuiIsAnyItemActive

func ImGuiIsAnyItemActive() bool

ImGuiIsAnyItemActive Return `true` if any item is active, `false` otherwise.

func ImGuiIsAnyItemHovered

func ImGuiIsAnyItemHovered() bool

ImGuiIsAnyItemHovered Return `true` if any item is hovered by the mouse cursor, `false` otherwise.

func ImGuiIsItemActive

func ImGuiIsItemActive() bool

ImGuiIsItemActive Was the last item active. e.g. button being held, text field being edited - items that do not interact will always return `false`.

func ImGuiIsItemClicked

func ImGuiIsItemClicked() bool

ImGuiIsItemClicked Was the last item clicked.

func ImGuiIsItemClickedWithMouseButton

func ImGuiIsItemClickedWithMouseButton(mousebutton int32) bool

ImGuiIsItemClickedWithMouseButton Was the last item clicked.

func ImGuiIsItemHovered

func ImGuiIsItemHovered() bool

ImGuiIsItemHovered Was the last item hovered by mouse.

func ImGuiIsItemHoveredWithFlags

func ImGuiIsItemHoveredWithFlags(flags ImGuiHoveredFlags) bool

ImGuiIsItemHoveredWithFlags Was the last item hovered by mouse.

func ImGuiIsItemVisible

func ImGuiIsItemVisible() bool

ImGuiIsItemVisible Was the last item visible and not out of sight due to clipping/scrolling.

func ImGuiIsKeyDown

func ImGuiIsKeyDown(keyindex int32) bool

ImGuiIsKeyDown Was the specified key down during the last frame?

func ImGuiIsKeyPressed

func ImGuiIsKeyPressed(keyindex int32) bool

ImGuiIsKeyPressed Was the specified key pressed? A key press implies that the key was down and is currently released.

func ImGuiIsKeyPressedWithRepeat

func ImGuiIsKeyPressedWithRepeat(keyindex int32, repeat bool) bool

ImGuiIsKeyPressedWithRepeat Was the specified key pressed? A key press implies that the key was down and is currently released.

func ImGuiIsKeyReleased

func ImGuiIsKeyReleased(keyindex int32) bool

ImGuiIsKeyReleased Was the specified key released during the last frame?

func ImGuiIsMouseClicked

func ImGuiIsMouseClicked(button int32) bool

ImGuiIsMouseClicked Was the specified mouse button clicked during the last frame? A mouse click implies that the button pressed earlier and released during the last frame.

func ImGuiIsMouseClickedWithRepeat

func ImGuiIsMouseClickedWithRepeat(button int32, repeat bool) bool

ImGuiIsMouseClickedWithRepeat Was the specified mouse button clicked during the last frame? A mouse click implies that the button pressed earlier and released during the last frame.

func ImGuiIsMouseDoubleClicked

func ImGuiIsMouseDoubleClicked(button int32) bool

ImGuiIsMouseDoubleClicked Was the specified mouse button double-clicked during the last frame? A double-click implies two rapid successive clicks of the same button with the mouse cursor staying in the same position.

func ImGuiIsMouseDown

func ImGuiIsMouseDown(button int32) bool

ImGuiIsMouseDown Was the specified mouse button down during the last frame?

func ImGuiIsMouseDragging

func ImGuiIsMouseDragging(button ImGuiMouseButton) bool

ImGuiIsMouseDragging Is mouse dragging?

func ImGuiIsMouseDraggingWithLockThreshold

func ImGuiIsMouseDraggingWithLockThreshold(button ImGuiMouseButton, lockthreshold float32) bool

ImGuiIsMouseDraggingWithLockThreshold Is mouse dragging?

func ImGuiIsMouseHoveringRect

func ImGuiIsMouseHoveringRect(rectmin *Vec2, rectmax *Vec2) bool

ImGuiIsMouseHoveringRect Test whether the mouse cursor is hovering the specified rectangle.

func ImGuiIsMouseHoveringRectWithClip

func ImGuiIsMouseHoveringRectWithClip(rectmin *Vec2, rectmax *Vec2, clip bool) bool

ImGuiIsMouseHoveringRectWithClip Test whether the mouse cursor is hovering the specified rectangle.

func ImGuiIsMouseReleased

func ImGuiIsMouseReleased(button int32) bool

ImGuiIsMouseReleased Was the specified mouse button released during the last frame?

func ImGuiIsRectVisible

func ImGuiIsRectVisible(size *Vec2) bool

ImGuiIsRectVisible Test if a rectangle of the specified size starting from cursor position is visible/not clipped. Or test if a rectangle in screen space is visible/not clipped.

func ImGuiIsRectVisibleWithRectMinRectMax

func ImGuiIsRectVisibleWithRectMinRectMax(rectmin *Vec2, rectmax *Vec2) bool

ImGuiIsRectVisibleWithRectMinRectMax Test if a rectangle of the specified size starting from cursor position is visible/not clipped. Or test if a rectangle in screen space is visible/not clipped.

func ImGuiIsWindowCollapsed

func ImGuiIsWindowCollapsed() bool

ImGuiIsWindowCollapsed Is the current window collapsed.

func ImGuiIsWindowFocused

func ImGuiIsWindowFocused() bool

ImGuiIsWindowFocused Is the current window focused.

func ImGuiIsWindowFocusedWithFlags

func ImGuiIsWindowFocusedWithFlags(flags ImGuiFocusedFlags) bool

ImGuiIsWindowFocusedWithFlags Is the current window focused.

func ImGuiIsWindowHovered

func ImGuiIsWindowHovered() bool

ImGuiIsWindowHovered Is the current window hovered and hoverable (not blocked by a popup), differentiates child windows from each others.

func ImGuiIsWindowHoveredWithFlags

func ImGuiIsWindowHoveredWithFlags(flags ImGuiHoveredFlags) bool

ImGuiIsWindowHoveredWithFlags Is the current window hovered and hoverable (not blocked by a popup), differentiates child windows from each others.

func ImGuiLabelText

func ImGuiLabelText(label string, text string)

ImGuiLabelText Display text+label aligned the same way as value+label widgets.

func ImGuiListBox

func ImGuiListBox(label string, currentitem *int32, items *StringList) bool

ImGuiListBox List widget.

func ImGuiListBoxWithHeightInItems

func ImGuiListBoxWithHeightInItems(label string, currentitem *int32, items *StringList, heightinitems int32) bool

ImGuiListBoxWithHeightInItems List widget.

func ImGuiListBoxWithSliceOfItems

func ImGuiListBoxWithSliceOfItems(label string, currentitem *int32, SliceOfitems GoSliceOfstring) bool

ImGuiListBoxWithSliceOfItems List widget.

func ImGuiListBoxWithSliceOfItemsHeightInItems

func ImGuiListBoxWithSliceOfItemsHeightInItems(label string, currentitem *int32, SliceOfitems GoSliceOfstring, heightinitems int32) bool

ImGuiListBoxWithSliceOfItemsHeightInItems List widget.

func ImGuiMenuItem

func ImGuiMenuItem(label string) bool

ImGuiMenuItem Return `true` when activated. Shortcuts are displayed for convenience but not processed at the moment.

func ImGuiMenuItemWithShortcut

func ImGuiMenuItemWithShortcut(label string, shortcut string) bool

ImGuiMenuItemWithShortcut Return `true` when activated. Shortcuts are displayed for convenience but not processed at the moment.

func ImGuiMenuItemWithShortcutSelected

func ImGuiMenuItemWithShortcutSelected(label string, shortcut string, selected bool) bool

ImGuiMenuItemWithShortcutSelected Return `true` when activated. Shortcuts are displayed for convenience but not processed at the moment.

func ImGuiMenuItemWithShortcutSelectedEnabled

func ImGuiMenuItemWithShortcutSelectedEnabled(label string, shortcut string, selected bool, enabled bool) bool

ImGuiMenuItemWithShortcutSelectedEnabled Return `true` when activated. Shortcuts are displayed for convenience but not processed at the moment.

func ImGuiMouseDrawCursor

func ImGuiMouseDrawCursor(drawcursor bool)

ImGuiMouseDrawCursor Enable/disable the ImGui software mouse cursor.

func ImGuiNewFrame

func ImGuiNewFrame()

ImGuiNewFrame ...

func ImGuiNewLine

func ImGuiNewLine()

ImGuiNewLine Undo a harfang.ImGuiSameLine call or force a new line when in an horizontal layout.

func ImGuiNextColumn

func ImGuiNextColumn()

ImGuiNextColumn Start the next column in multi-column layout. See harfang.ImGuiColumns.

func ImGuiOpenPopup

func ImGuiOpenPopup(id string)

ImGuiOpenPopup Mark a named popup as open. Popup windows are closed when the user: * Clicks outside of their client rect, * Activates a pressable item, * harfang.ImGuiCloseCurrentPopup is called within a harfang.ImGuiBeginPopup/harfang.ImGuiEndPopup block. Popup identifiers are relative to the current ID stack so harfang.ImGuiOpenPopup and harfang.ImGuiBeginPopup need to be at the same level of the ID stack.

func ImGuiPopAllowKeyboardFocus

func ImGuiPopAllowKeyboardFocus()

ImGuiPopAllowKeyboardFocus Undo the last call to harfang.ImGuiPushAllowKeyboardFocus.

func ImGuiPopButtonRepeat

func ImGuiPopButtonRepeat()

ImGuiPopButtonRepeat Undo the last call to harfang.ImGuiPushButtonRepeat.

func ImGuiPopClipRect

func ImGuiPopClipRect()

ImGuiPopClipRect Undo the last call to harfang.ImGuiPushClipRect.

func ImGuiPopFont

func ImGuiPopFont()

ImGuiPopFont Undo the last call to harfang.ImGuiPushFont.

func ImGuiPopID

func ImGuiPopID()

ImGuiPopID Undo the last call to harfang.ImGuiPushID.

func ImGuiPopItemWidth

func ImGuiPopItemWidth()

ImGuiPopItemWidth Undo the last call to harfang.ImGuiPushItemWidth.

func ImGuiPopStyleColor

func ImGuiPopStyleColor()

ImGuiPopStyleColor Undo the last call to harfang.ImGuiPushStyleColor.

func ImGuiPopStyleColorWithCount

func ImGuiPopStyleColorWithCount(count int32)

ImGuiPopStyleColorWithCount Undo the last call to harfang.ImGuiPushStyleColor.

func ImGuiPopStyleVar

func ImGuiPopStyleVar()

ImGuiPopStyleVar Undo the last call to harfang.ImGuiPushStyleVar.

func ImGuiPopStyleVarWithCount

func ImGuiPopStyleVarWithCount(count int32)

ImGuiPopStyleVarWithCount Undo the last call to harfang.ImGuiPushStyleVar.

func ImGuiPopTextWrapPos

func ImGuiPopTextWrapPos()

ImGuiPopTextWrapPos Undo the last call to harfang.ImGuiPushTextWrapPos.

func ImGuiProgressBar

func ImGuiProgressBar(fraction float32)

ImGuiProgressBar Draw a progress bar, `fraction` must be between 0.0 and 1.0.

func ImGuiProgressBarWithSize

func ImGuiProgressBarWithSize(fraction float32, size *Vec2)

ImGuiProgressBarWithSize Draw a progress bar, `fraction` must be between 0.0 and 1.0.

func ImGuiProgressBarWithSizeOverlay

func ImGuiProgressBarWithSizeOverlay(fraction float32, size *Vec2, overlay string)

ImGuiProgressBarWithSizeOverlay Draw a progress bar, `fraction` must be between 0.0 and 1.0.

func ImGuiPushAllowKeyboardFocus

func ImGuiPushAllowKeyboardFocus(v bool)

ImGuiPushAllowKeyboardFocus Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.

func ImGuiPushButtonRepeat

func ImGuiPushButtonRepeat(repeat bool)

ImGuiPushButtonRepeat In repeat mode, `ButtonXXX` functions return repeated true in a typematic manner. Note that you can call harfang.ImGuiIsItemActive after any `Button` to tell if the button is held in the current frame.

func ImGuiPushClipRect

func ImGuiPushClipRect(cliprectmin *Vec2, cliprectmax *Vec2, intersectwithcurrentcliprect bool)

ImGuiPushClipRect Push a new clip rectangle onto the clipping stack.

func ImGuiPushFont

func ImGuiPushFont(font *ImFont)

ImGuiPushFont Push a font on top of the font stack and make it current for subsequent text rendering operations.

func ImGuiPushID

func ImGuiPushID(id string)

ImGuiPushID Push a string into the ID stack.

func ImGuiPushIDWithId

func ImGuiPushIDWithId(id int32)

ImGuiPushIDWithId Push a string into the ID stack.

func ImGuiPushItemWidth

func ImGuiPushItemWidth(itemwidth float32)

ImGuiPushItemWidth Set the width of items for common large `item+label` widgets. - `>0`: width in pixels - `<0`: align `x` pixels to the right of window (so -1 always align width to the right side) - `=0`: default to ~2/3 of the window width See harfang.ImGuiPopItemWidth.

func ImGuiPushStyleColor

func ImGuiPushStyleColor(idx ImGuiCol, color *Color)

ImGuiPushStyleColor Push a value on the style stack for the specified style color. See harfang.ImGuiPopStyleColor.

func ImGuiPushStyleVar

func ImGuiPushStyleVar(idx ImGuiStyleVar, value float32)

ImGuiPushStyleVar Push a value on the style stack for the specified style variable. See harfang.ImGuiPopStyleVar.

func ImGuiPushStyleVarWithValue

func ImGuiPushStyleVarWithValue(idx ImGuiStyleVar, value *Vec2)

ImGuiPushStyleVarWithValue Push a value on the style stack for the specified style variable. See harfang.ImGuiPopStyleVar.

func ImGuiPushTextWrapPos

func ImGuiPushTextWrapPos()

ImGuiPushTextWrapPos Push word-wrapping position for text commands. - `<0`: No wrapping. - `=0`: Wrap to the end of the window or column. - `>0`: Wrap at `wrap_pos_x` position in window local space. See harfang.ImGuiPopTextWrapPos.

func ImGuiPushTextWrapPosWithWrapPosX

func ImGuiPushTextWrapPosWithWrapPosX(wrapposx float32)

ImGuiPushTextWrapPosWithWrapPosX Push word-wrapping position for text commands. - `<0`: No wrapping. - `=0`: Wrap to the end of the window or column. - `>0`: Wrap at `wrap_pos_x` position in window local space. See harfang.ImGuiPopTextWrapPos.

func ImGuiRadioButton

func ImGuiRadioButton(label string, active bool) bool

ImGuiRadioButton Radio button widget, return the button state.

func ImGuiRadioButtonWithVVButton

func ImGuiRadioButtonWithVVButton(label string, v *int32, vbutton int32) bool

ImGuiRadioButtonWithVVButton Radio button widget, return the button state.

func ImGuiRender

func ImGuiRender()

ImGuiRender ...

func ImGuiResetMouseDragDelta

func ImGuiResetMouseDragDelta()

ImGuiResetMouseDragDelta ...

func ImGuiResetMouseDragDeltaWithButton

func ImGuiResetMouseDragDeltaWithButton(button ImGuiMouseButton)

ImGuiResetMouseDragDeltaWithButton ...

func ImGuiSameLine

func ImGuiSameLine()

ImGuiSameLine Call between widgets or groups to layout them horizontally.

func ImGuiSameLineWithPosX

func ImGuiSameLineWithPosX(posx float32)

ImGuiSameLineWithPosX Call between widgets or groups to layout them horizontally.

func ImGuiSameLineWithPosXSpacingW

func ImGuiSameLineWithPosXSpacingW(posx float32, spacingw float32)

ImGuiSameLineWithPosXSpacingW Call between widgets or groups to layout them horizontally.

func ImGuiSelectable

func ImGuiSelectable(label string) bool

ImGuiSelectable Selectable item. The following `width` values are possible: * `= 0.0`: Use remaining width. * `> 0.0`: Specific width. The following `height` values are possible: * `= 0.0`: Use label height. * `> 0.0`: Specific height.

func ImGuiSelectableWithSelected

func ImGuiSelectableWithSelected(label string, selected bool) bool

ImGuiSelectableWithSelected Selectable item. The following `width` values are possible: * `= 0.0`: Use remaining width. * `> 0.0`: Specific width. The following `height` values are possible: * `= 0.0`: Use label height. * `> 0.0`: Specific height.

func ImGuiSelectableWithSelectedFlags

func ImGuiSelectableWithSelectedFlags(label string, selected bool, flags ImGuiSelectableFlags) bool

ImGuiSelectableWithSelectedFlags Selectable item. The following `width` values are possible: * `= 0.0`: Use remaining width. * `> 0.0`: Specific width. The following `height` values are possible: * `= 0.0`: Use label height. * `> 0.0`: Specific height.

func ImGuiSelectableWithSelectedFlagsSize

func ImGuiSelectableWithSelectedFlagsSize(label string, selected bool, flags ImGuiSelectableFlags, size *Vec2) bool

ImGuiSelectableWithSelectedFlagsSize Selectable item. The following `width` values are possible: * `= 0.0`: Use remaining width. * `> 0.0`: Specific width. The following `height` values are possible: * `= 0.0`: Use label height. * `> 0.0`: Specific height.

func ImGuiSeparator

func ImGuiSeparator()

ImGuiSeparator Output an horizontal line to separate two distinct UI sections.

func ImGuiSetColumnOffset

func ImGuiSetColumnOffset(columnindex int32, offsetx float32)

ImGuiSetColumnOffset Set the position of a column line in pixels, from the left side of the contents region.

func ImGuiSetColumnWidth

func ImGuiSetColumnWidth(columnindex int32, width float32)

ImGuiSetColumnWidth Set the column width in pixels.

func ImGuiSetCursorPos

func ImGuiSetCursorPos(localpos *Vec2)

ImGuiSetCursorPos Set the current widget output cursor position in window space.

func ImGuiSetCursorPosX

func ImGuiSetCursorPosX(x float32)

ImGuiSetCursorPosX See harfang.ImGuiSetCursorPos.

func ImGuiSetCursorPosY

func ImGuiSetCursorPosY(y float32)

ImGuiSetCursorPosY See harfang.ImGuiSetCursorPos.

func ImGuiSetCursorScreenPos

func ImGuiSetCursorScreenPos(pos *Vec2)

ImGuiSetCursorScreenPos Set the widget cursor output position in screen space.

func ImGuiSetItemAllowOverlap

func ImGuiSetItemAllowOverlap()

ImGuiSetItemAllowOverlap Allow the last item to be overlapped by a subsequent item. Sometimes useful with invisible buttons, selectables, etc... to catch unused areas.

func ImGuiSetItemDefaultFocus

func ImGuiSetItemDefaultFocus()

ImGuiSetItemDefaultFocus Make the last item the default focused item of a window.

func ImGuiSetKeyboardFocusHere

func ImGuiSetKeyboardFocusHere()

ImGuiSetKeyboardFocusHere Focus keyboard on the next widget. Use positive `offset` value to access sub components of a multiple component widget. Use `-1` to access the previous widget.

func ImGuiSetKeyboardFocusHereWithOffset

func ImGuiSetKeyboardFocusHereWithOffset(offset int32)

ImGuiSetKeyboardFocusHereWithOffset Focus keyboard on the next widget. Use positive `offset` value to access sub components of a multiple component widget. Use `-1` to access the previous widget.

func ImGuiSetNextItemOpen

func ImGuiSetNextItemOpen(isopen bool)

ImGuiSetNextItemOpen Set next item open state.

func ImGuiSetNextItemOpenWithCondition

func ImGuiSetNextItemOpenWithCondition(isopen bool, condition ImGuiCond)

ImGuiSetNextItemOpenWithCondition Set next item open state.

func ImGuiSetNextWindowCollapsed

func ImGuiSetNextWindowCollapsed(collapsed bool, condition ImGuiCond)

ImGuiSetNextWindowCollapsed Set next window collapsed state, call before harfang.ImGuiBegin.

func ImGuiSetNextWindowContentSize

func ImGuiSetNextWindowContentSize(size *Vec2)

ImGuiSetNextWindowContentSize Set the size of the content area of the next declared window. Call before harfang.ImGuiBegin.

func ImGuiSetNextWindowContentWidth

func ImGuiSetNextWindowContentWidth(width float32)

ImGuiSetNextWindowContentWidth See harfang.ImGuiSetNextWindowContentSize.

func ImGuiSetNextWindowFocus

func ImGuiSetNextWindowFocus()

ImGuiSetNextWindowFocus Set the next window to be focused/top-most. Call before harfang.ImGuiBegin.

func ImGuiSetNextWindowPos

func ImGuiSetNextWindowPos(pos *Vec2)

ImGuiSetNextWindowPos Set next window position, call before harfang.ImGuiBegin.

func ImGuiSetNextWindowPosCenter

func ImGuiSetNextWindowPosCenter()

ImGuiSetNextWindowPosCenter Set next window position to be centered on screen, call before harfang.ImGuiBegin.

func ImGuiSetNextWindowPosCenterWithCondition

func ImGuiSetNextWindowPosCenterWithCondition(condition ImGuiCond)

ImGuiSetNextWindowPosCenterWithCondition Set next window position to be centered on screen, call before harfang.ImGuiBegin.

func ImGuiSetNextWindowPosWithCondition

func ImGuiSetNextWindowPosWithCondition(pos *Vec2, condition ImGuiCond)

ImGuiSetNextWindowPosWithCondition Set next window position, call before harfang.ImGuiBegin.

func ImGuiSetNextWindowSize

func ImGuiSetNextWindowSize(size *Vec2)

ImGuiSetNextWindowSize Set next window size, call before harfang.ImGuiBegin. A value of 0 for an axis will auto-fit it.

func ImGuiSetNextWindowSizeConstraints

func ImGuiSetNextWindowSizeConstraints(sizemin *Vec2, sizemax *Vec2)

ImGuiSetNextWindowSizeConstraints Set the next window size limits. Use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down.

func ImGuiSetNextWindowSizeWithCondition

func ImGuiSetNextWindowSizeWithCondition(size *Vec2, condition ImGuiCond)

ImGuiSetNextWindowSizeWithCondition Set next window size, call before harfang.ImGuiBegin. A value of 0 for an axis will auto-fit it.

func ImGuiSetScrollFromPosY

func ImGuiSetScrollFromPosY(posy float32)

ImGuiSetScrollFromPosY Adjust scrolling amount to make a given position visible. Generally harfang.ImGuiGetCursorStartPos + offset to compute a valid position.

func ImGuiSetScrollFromPosYWithCenterYRatio

func ImGuiSetScrollFromPosYWithCenterYRatio(posy float32, centeryratio float32)

ImGuiSetScrollFromPosYWithCenterYRatio Adjust scrolling amount to make a given position visible. Generally harfang.ImGuiGetCursorStartPos + offset to compute a valid position.

func ImGuiSetScrollHereY

func ImGuiSetScrollHereY()

ImGuiSetScrollHereY Adjust scrolling amount to make current cursor position visible. - 0: Top. - 0.5: Center. - 1: Bottom. When using to make a default/current item visible, consider using harfang.ImGuiSetItemDefaultFocus instead.

func ImGuiSetScrollHereYWithCenterYRatio

func ImGuiSetScrollHereYWithCenterYRatio(centeryratio float32)

ImGuiSetScrollHereYWithCenterYRatio Adjust scrolling amount to make current cursor position visible. - 0: Top. - 0.5: Center. - 1: Bottom. When using to make a default/current item visible, consider using harfang.ImGuiSetItemDefaultFocus instead.

func ImGuiSetScrollX

func ImGuiSetScrollX(scrollx float32)

ImGuiSetScrollX Set scrolling amount between [harfang.0;ImGuiGetScrollMaxX].

func ImGuiSetScrollY

func ImGuiSetScrollY(scrolly float32)

ImGuiSetScrollY Set scrolling amount between [harfang.0;ImGuiGetScrollMaxY].

func ImGuiSetTooltip

func ImGuiSetTooltip(text string)

ImGuiSetTooltip Set tooltip under mouse-cursor, typically used with harfang.ImGuiIsItemHovered/harfang.ImGuiIsAnyItemHovered. Last call wins.

func ImGuiSetWindowCollapsed

func ImGuiSetWindowCollapsed(name string, collapsed bool)

ImGuiSetWindowCollapsed Set named window collapsed state, prefer using harfang.ImGuiSetNextWindowCollapsed.

func ImGuiSetWindowCollapsedWithCondition

func ImGuiSetWindowCollapsedWithCondition(name string, collapsed bool, condition ImGuiCond)

ImGuiSetWindowCollapsedWithCondition Set named window collapsed state, prefer using harfang.ImGuiSetNextWindowCollapsed.

func ImGuiSetWindowFocus

func ImGuiSetWindowFocus(name string)

ImGuiSetWindowFocus Set named window to be focused/top-most.

func ImGuiSetWindowFontScale

func ImGuiSetWindowFontScale(scale float32)

ImGuiSetWindowFontScale Per-window font scale.

func ImGuiSetWindowPos

func ImGuiSetWindowPos(name string, pos *Vec2)

ImGuiSetWindowPos Set named window position.

func ImGuiSetWindowPosWithCondition

func ImGuiSetWindowPosWithCondition(name string, pos *Vec2, condition ImGuiCond)

ImGuiSetWindowPosWithCondition Set named window position.

func ImGuiSetWindowSize

func ImGuiSetWindowSize(name string, size *Vec2)

ImGuiSetWindowSize Set named window size.

func ImGuiSetWindowSizeWithCondition

func ImGuiSetWindowSizeWithCondition(name string, size *Vec2, condition ImGuiCond)

ImGuiSetWindowSizeWithCondition Set named window size.

func ImGuiShutdown

func ImGuiShutdown()

ImGuiShutdown Shutdown the global ImGui context.

func ImGuiSliderFloat

func ImGuiSliderFloat(label string, v *float32, vmin float32, vmax float32) bool

ImGuiSliderFloat Float slider widget.

func ImGuiSliderFloatWithFormat

func ImGuiSliderFloatWithFormat(label string, v *float32, vmin float32, vmax float32, format string) bool

ImGuiSliderFloatWithFormat Float slider widget.

func ImGuiSliderInt

func ImGuiSliderInt(label string, v *int32, vmin int32, vmax int32) bool

ImGuiSliderInt Integer slider widget.

func ImGuiSliderIntVec2

func ImGuiSliderIntVec2(label string, v *IVec2, vmin int32, vmax int32) bool

ImGuiSliderIntVec2 ...

func ImGuiSliderIntVec2WithFormat

func ImGuiSliderIntVec2WithFormat(label string, v *IVec2, vmin int32, vmax int32, format string) bool

ImGuiSliderIntVec2WithFormat ...

func ImGuiSliderIntWithFormat

func ImGuiSliderIntWithFormat(label string, v *int32, vmin int32, vmax int32, format string) bool

ImGuiSliderIntWithFormat Integer slider widget.

func ImGuiSliderVec2

func ImGuiSliderVec2(label string, v *Vec2, vmin float32, vmax float32) bool

ImGuiSliderVec2 harfang.Vec2 slider widget.

func ImGuiSliderVec2WithFormat

func ImGuiSliderVec2WithFormat(label string, v *Vec2, vmin float32, vmax float32, format string) bool

ImGuiSliderVec2WithFormat harfang.Vec2 slider widget.

func ImGuiSliderVec3

func ImGuiSliderVec3(label string, v *Vec3, vmin float32, vmax float32) bool

ImGuiSliderVec3 harfang.Vec3 slider widget.

func ImGuiSliderVec3WithFormat

func ImGuiSliderVec3WithFormat(label string, v *Vec3, vmin float32, vmax float32, format string) bool

ImGuiSliderVec3WithFormat harfang.Vec3 slider widget.

func ImGuiSliderVec4

func ImGuiSliderVec4(label string, v *Vec4, vmin float32, vmax float32) bool

ImGuiSliderVec4 harfang.Vec4 slider widget.

func ImGuiSliderVec4WithFormat

func ImGuiSliderVec4WithFormat(label string, v *Vec4, vmin float32, vmax float32, format string) bool

ImGuiSliderVec4WithFormat harfang.Vec4 slider widget.

func ImGuiSmallButton

func ImGuiSmallButton(label string) bool

ImGuiSmallButton Small button widget fitting the height of a text line, return `True` if the button was pressed.

func ImGuiSpacing

func ImGuiSpacing()

ImGuiSpacing Add spacing.

func ImGuiText

func ImGuiText(text string)

ImGuiText Static text.

func ImGuiTextColored

func ImGuiTextColored(color *Color, text string)

ImGuiTextColored Colored static text.

func ImGuiTextDisabled

func ImGuiTextDisabled(text string)

ImGuiTextDisabled Disabled static text.

func ImGuiTextUnformatted

func ImGuiTextUnformatted(text string)

ImGuiTextUnformatted Raw text without formatting. Roughly equivalent to harfang.ImGuiText but faster, recommended for long chunks of text.

func ImGuiTextWrapped

func ImGuiTextWrapped(text string)

ImGuiTextWrapped Wrapped static text. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, you may need to set a size using harfang.ImGuiSetNextWindowSize.

func ImGuiTreeNode

func ImGuiTreeNode(label string) bool

ImGuiTreeNode If returning `true` the node is open and the user is responsible for calling harfang.ImGuiTreePop.

func ImGuiTreeNodeEx

func ImGuiTreeNodeEx(label string, flags ImGuiTreeNodeFlags) bool

ImGuiTreeNodeEx See harfang.ImGuiTreeNode.

func ImGuiTreePop

func ImGuiTreePop()

ImGuiTreePop Pop the current tree node.

func ImGuiTreePush

func ImGuiTreePush(id string)

ImGuiTreePush Already called by harfang.ImGuiTreeNode, but you can call harfang.ImGuiTreePush/harfang.ImGuiTreePop yourself for layouting purpose.

func ImGuiUnindent

func ImGuiUnindent()

ImGuiUnindent Move content position back to the left (cancel harfang.ImGuiIndent).

func ImGuiUnindentWithWidth

func ImGuiUnindentWithWidth(width float32)

ImGuiUnindentWithWidth Move content position back to the left (cancel harfang.ImGuiIndent).

func ImGuiWantCaptureMouse

func ImGuiWantCaptureMouse() bool

ImGuiWantCaptureMouse ImGui wants mouse capture. Use this function to determine when to pause mouse processing from other parts of your program.

func Inch

func Inch(inch float32) float32

Inch Convert a value in inches to the Harfang internal unit system. See [harfang.man.CoordinateAndUnitSystem].

func InputInit

func InputInit()

InputInit Initialize the Input system. Must be invoked before any call to harfang.WindowSystemInit to work properly. ```python hg.InputInit() hg.WindowSystemInit() ```

func InputShutdown

func InputShutdown()

InputShutdown Shutdown the Input system.

func Inside

func Inside(rect *Rect, v *IVec2) bool

Inside Test if a value is inside a containing volume.

func InsideWithIntRectRectVec3V

func InsideWithIntRectRectVec3V(rect *IntRect, v *Vec3) bool

InsideWithIntRectRectVec3V Test if a value is inside a containing volume.

func InsideWithIntRectRectVec4V

func InsideWithIntRectRectVec4V(rect *IntRect, v *Vec4) bool

InsideWithIntRectRectVec4V Test if a value is inside a containing volume.

func InsideWithRect

func InsideWithRect(rect *IntRect, v *IVec2) bool

InsideWithRect Test if a value is inside a containing volume.

func InsideWithRectV

func InsideWithRectV(rect *IntRect, v *Vec2) bool

InsideWithRectV Test if a value is inside a containing volume.

func InsideWithV

func InsideWithV(rect *Rect, v *Vec2) bool

InsideWithV Test if a value is inside a containing volume.

func InsideWithVec3V

func InsideWithVec3V(rect *Rect, v *Vec3) bool

InsideWithVec3V Test if a value is inside a containing volume.

func InsideWithVec4V

func InsideWithVec4V(rect *Rect, v *Vec4) bool

InsideWithVec4V Test if a value is inside a containing volume.

func IntersectRay

func IntersectRay(minmax *MinMax, origin *Vec3, direction *Vec3) (bool, *float32, *float32)

IntersectRay Intersect an infinite ray with an axis-aligned bounding box, if the first returned value is `true` it is followed by the near and far intersection points.

func Intersects

func Intersects(a *Rect, b *Rect) bool

Intersects Return `true` if rect `a` intersects rect `b`.

func IntersectsWithAB

func IntersectsWithAB(a *IntRect, b *IntRect) bool

IntersectsWithAB Return `true` if rect `a` intersects rect `b`.

func IsAssetFile

func IsAssetFile(name string) bool

IsAssetFile Test if an asset file exists in the assets system. See [harfang.man.Assets].

func IsDir

func IsDir(path string) bool

IsDir Returns `true` if `path` is a directory on the local filesystem, `false` otherwise.

func IsEOF

func IsEOF(file *File) bool

IsEOF Returns `true` if the cursor is at the end of the file, `false` otherwise.

func IsFile

func IsFile(path string) bool

IsFile Test if a file exists on the local filesystem.

func IsFinite

func IsFinite(v float32) bool

IsFinite Test if a floating point value is finite.

func IsMonitorConnected

func IsMonitorConnected(monitor *Monitor) bool

IsMonitorConnected Test if the specified monitor is connected to the host device.

func IsPathAbsolute

func IsPathAbsolute(path string) bool

IsPathAbsolute Test if the provided path is an absolute or relative path.

func IsPrimaryMonitor

func IsPrimaryMonitor(monitor *Monitor) bool

IsPrimaryMonitor Return `true` if the monitor is the primary host device monitor, `false` otherwise.

func IsValid

func IsValid(file *File) bool

IsValid Test if a resource if valid.

func IsValidWithFb

func IsValidWithFb(fb *FrameBuffer) bool

IsValidWithFb Test if a resource if valid.

func IsValidWithPipeline

func IsValidWithPipeline(pipeline *ForwardPipelineAAA) bool

IsValidWithPipeline Test if a resource if valid.

func IsValidWithStreamer

func IsValidWithStreamer(streamer *IVideoStreamer) bool

IsValidWithStreamer Test if a resource if valid.

func IsValidWithT

func IsValidWithT(t *Texture) bool

IsValidWithT Test if a resource if valid.

func IsWindowOpen

func IsWindowOpen(window *Window) bool

IsWindowOpen Return `true` if the window is open, `false` otherwise.

func IsoSurfaceSphere

func IsoSurfaceSphere(surface *IsoSurface, width int32, height int32, depth int32, x float32, y float32, z float32, radius float32)

IsoSurfaceSphere Output a sphere to an iso-surface.

func IsoSurfaceSphereWithValue

func IsoSurfaceSphereWithValue(surface *IsoSurface, width int32, height int32, depth int32, x float32, y float32, z float32, radius float32, value float32)

IsoSurfaceSphereWithValue Output a sphere to an iso-surface.

func IsoSurfaceSphereWithValueExponent

func IsoSurfaceSphereWithValueExponent(surface *IsoSurface, width int32, height int32, depth int32, x float32, y float32, z float32, radius float32, value float32, exponent float32)

IsoSurfaceSphereWithValueExponent Output a sphere to an iso-surface.

func IsoSurfaceToModel

func IsoSurfaceToModel(builder *ModelBuilder, surface *IsoSurface, width int32, height int32, depth int32) bool

IsoSurfaceToModel Convert an iso-surface to a render model, this function is geared toward efficiency and meant for realtime.

func IsoSurfaceToModelWithMaterial

func IsoSurfaceToModelWithMaterial(builder *ModelBuilder, surface *IsoSurface, width int32, height int32, depth int32, material uint16) bool

IsoSurfaceToModelWithMaterial Convert an iso-surface to a render model, this function is geared toward efficiency and meant for realtime.

func IsoSurfaceToModelWithMaterialIsolevel

func IsoSurfaceToModelWithMaterialIsolevel(builder *ModelBuilder, surface *IsoSurface, width int32, height int32, depth int32, material uint16, isolevel float32) bool

IsoSurfaceToModelWithMaterialIsolevel Convert an iso-surface to a render model, this function is geared toward efficiency and meant for realtime.

func IsoSurfaceToModelWithMaterialIsolevelScaleXScaleYScaleZ

func IsoSurfaceToModelWithMaterialIsolevelScaleXScaleYScaleZ(builder *ModelBuilder, surface *IsoSurface, width int32, height int32, depth int32, material uint16, isolevel float32, scalex float32, scaley float32, scalez float32) bool

IsoSurfaceToModelWithMaterialIsolevelScaleXScaleYScaleZ Convert an iso-surface to a render model, this function is geared toward efficiency and meant for realtime.

func Km

func Km(km float32) float32

Km Convert a value in kilometers to the Harfang internal unit system. See [harfang.man.CoordinateAndUnitSystem].

func Len

func Len(v *Vec2) float32

Len Return the length of the vector.

func Len2

func Len2(v *Vec2) float32

Len2 Return the length of the vector squared.

func Len2WithQ

func Len2WithQ(q *Quaternion) float32

Len2WithQ Return the length of the vector squared.

func Len2WithV

func Len2WithV(v *IVec2) int32

Len2WithV Return the length of the vector squared.

func Len2WithVec3V

func Len2WithVec3V(v *Vec3) float32

Len2WithVec3V Return the length of the vector squared.

func LenWithQ

func LenWithQ(q *Quaternion) float32

LenWithQ Return the length of the vector.

func LenWithV

func LenWithV(v *IVec2) int32

LenWithV Return the length of the vector.

func LenWithVec3V

func LenWithVec3V(v *Vec3) float32

LenWithVec3V Return the length of the vector.

func Lerp

func Lerp(a int32, b int32, t float32) int32

Lerp See harfang.LinearInterpolate.

func LerpWithAB

func LerpWithAB(a float32, b float32, t float32) float32

LerpWithAB See harfang.LinearInterpolate.

func LinearInterpolate

func LinearInterpolate(y0 float32, y1 float32, t float32) float32

LinearInterpolate Linear interpolate between two values on the [harfang.0;1] interval. See harfang.CosineInterpolate, harfang.CubicInterpolate and harfang.HermiteInterpolate.

func LoadBMP

func LoadBMP(pict *Picture, path string) bool

LoadBMP Load a harfang.Picture in harfang.BMP(https://en.wikipedia.org/wiki/BMP_file_format) file format.

func LoadDataFromFile

func LoadDataFromFile(path string, data *Data) bool

LoadDataFromFile ...

func LoadForwardPipelineAAAConfigFromAssets

func LoadForwardPipelineAAAConfigFromAssets(path string, config *ForwardPipelineAAAConfig) bool

LoadForwardPipelineAAAConfigFromAssets ...

func LoadForwardPipelineAAAConfigFromFile

func LoadForwardPipelineAAAConfigFromFile(path string, config *ForwardPipelineAAAConfig) bool

LoadForwardPipelineAAAConfigFromFile ...

func LoadGIF

func LoadGIF(pict *Picture, path string) bool

LoadGIF Load a harfang.Picture in harfang.GIF(https://en.wikipedia.org/wiki/GIF) file format.

func LoadJPG

func LoadJPG(pict *Picture, path string) bool

LoadJPG Load a harfang.Picture in harfang.JPEG(https://en.wikipedia.org/wiki/JPEG) file format.

func LoadOGGSoundAsset

func LoadOGGSoundAsset(name string) int32

LoadOGGSoundAsset ...

func LoadOGGSoundFile

func LoadOGGSoundFile(path string) int32

LoadOGGSoundFile ...

func LoadPNG

func LoadPNG(pict *Picture, path string) bool

LoadPNG Load a harfang.Picture in harfang.PNG(https://en.wikipedia.org/wiki/Portable_Network_Graphics) file format.

func LoadPicture

func LoadPicture(pict *Picture, path string) bool

LoadPicture Load a harfang.Picture content from the filesystem.

func LoadSceneBinaryFromAssets

func LoadSceneBinaryFromAssets(name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneBinaryFromAssets Load a scene in binary format from the assets system. Loaded content is added to the existing scene content. See [harfang.man.Assets].

func LoadSceneBinaryFromAssetsWithFlags

func LoadSceneBinaryFromAssetsWithFlags(name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneBinaryFromAssetsWithFlags Load a scene in binary format from the assets system. Loaded content is added to the existing scene content. See [harfang.man.Assets].

func LoadSceneBinaryFromDataAndAssets

func LoadSceneBinaryFromDataAndAssets(data *Data, name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneBinaryFromDataAndAssets ...

func LoadSceneBinaryFromDataAndAssetsWithFlags

func LoadSceneBinaryFromDataAndAssetsWithFlags(data *Data, name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneBinaryFromDataAndAssetsWithFlags ...

func LoadSceneBinaryFromDataAndFile

func LoadSceneBinaryFromDataAndFile(data *Data, name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneBinaryFromDataAndFile ...

func LoadSceneBinaryFromDataAndFileWithFlags

func LoadSceneBinaryFromDataAndFileWithFlags(data *Data, name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneBinaryFromDataAndFileWithFlags ...

func LoadSceneBinaryFromFile

func LoadSceneBinaryFromFile(path string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneBinaryFromFile Load a scene in binary format from the local filesystem. Loaded content is added to the existing scene content.

func LoadSceneBinaryFromFileWithFlags

func LoadSceneBinaryFromFileWithFlags(path string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneBinaryFromFileWithFlags Load a scene in binary format from the local filesystem. Loaded content is added to the existing scene content.

func LoadSceneFromAssets

func LoadSceneFromAssets(name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneFromAssets ...

func LoadSceneFromAssetsWithFlags

func LoadSceneFromAssetsWithFlags(name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneFromAssetsWithFlags ...

func LoadSceneFromFile

func LoadSceneFromFile(path string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneFromFile ...

func LoadSceneFromFileWithFlags

func LoadSceneFromFileWithFlags(path string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneFromFileWithFlags ...

func LoadSceneJsonFromAssets

func LoadSceneJsonFromAssets(name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneJsonFromAssets Load a scene in JSON format from the assets system. Loaded content is added to the existing scene content. See [harfang.man.Assets].

func LoadSceneJsonFromAssetsWithFlags

func LoadSceneJsonFromAssetsWithFlags(name string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneJsonFromAssetsWithFlags Load a scene in JSON format from the assets system. Loaded content is added to the existing scene content. See [harfang.man.Assets].

func LoadSceneJsonFromFile

func LoadSceneJsonFromFile(path string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo) bool

LoadSceneJsonFromFile Load a scene in JSON format from the local filesystem. Loaded content is added to the existing scene content.

func LoadSceneJsonFromFileWithFlags

func LoadSceneJsonFromFileWithFlags(path string, scene *Scene, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

LoadSceneJsonFromFileWithFlags Load a scene in JSON format from the local filesystem. Loaded content is added to the existing scene content.

func LoadTGA

func LoadTGA(pict *Picture, path string) bool

LoadTGA Load a harfang.Picture in harfang.TGA(https://en.wikipedia.org/wiki/Truevision_TGA) file format.

func LoadTextureFlagsFromAssets

func LoadTextureFlagsFromAssets(name string) uint64

LoadTextureFlagsFromAssets Load texture flags in the texture metafile from the assets system. See [harfang.man.Assets].

func LoadTextureFlagsFromFile

func LoadTextureFlagsFromFile(path string) uint64

LoadTextureFlagsFromFile Load texture flags in the texture metafile from the local filesystem.

func LoadTextureFromAssets

func LoadTextureFromAssets(path string, flags TextureFlags) (*Texture, *TextureInfo)

LoadTextureFromAssets Load a texture from the assets system. - When not using pipeline resources the texture informations are returned directly. - When using pipeline resources the texture informations can be retrieved from the harfang.PipelineResources object. See [harfang.man.Assets].

func LoadTextureFromFile

func LoadTextureFromFile(path string, flags TextureFlags) (*Texture, *TextureInfo)

LoadTextureFromFile Load a texture from the local filesystem. - When not using pipeline resources the texture informations are returned directly. - When using pipeline resources the texture informations can be retrieved from the harfang.PipelineResources object.

func LoadWAVSoundAsset

func LoadWAVSoundAsset(name string) int32

LoadWAVSoundAsset Load a sound in WAV format from the assets system and return a reference to it. See [harfang.man.Assets].

func LoadWAVSoundFile

func LoadWAVSoundFile(path string) int32

LoadWAVSoundFile Load a sound in WAV format from the local filesystem and return a reference to it.

func Log

func Log(msg string)

Log Output to the engine log. See harfang.Log, harfang.Error, harfang.Debug and harfang.Warn.

func LogWithDetails

func LogWithDetails(msg string, details string)

LogWithDetails Output to the engine log. See harfang.Log, harfang.Error, harfang.Debug and harfang.Warn.

func MaxWithFloatAFloatB

func MaxWithFloatAFloatB(a float32, b float32) float32

MaxWithFloatAFloatB Return a vector whose elements are the maximum of each of the two specified vectors.

func MaxWithIntAIntB

func MaxWithIntAIntB(a int32, b int32) int32

MaxWithIntAIntB Return a vector whose elements are the maximum of each of the two specified vectors.

func MinWithFloatAFloatB

func MinWithFloatAFloatB(a float32, b float32) float32

MinWithFloatAFloatB Return a vector whose elements are the minimum of each of the two specified vectors.

func MinWithIntAIntB

func MinWithIntAIntB(a int32, b int32) int32

MinWithIntAIntB Return a vector whose elements are the minimum of each of the two specified vectors.

func MkDir

func MkDir(path string) bool

MkDir Create a new directory. See harfang.MkTree.

func MkDirWithPermissions

func MkDirWithPermissions(path string, permissions int32) bool

MkDirWithPermissions Create a new directory. See harfang.MkTree.

func MkTree

func MkTree(path string) bool

MkTree Create a directory tree on the local filesystem. This function is recursive and creates each missing directory in the path. See harfang.MkDir.

func MkTreeWithPermissions

func MkTreeWithPermissions(path string, permissions int32) bool

MkTreeWithPermissions Create a directory tree on the local filesystem. This function is recursive and creates each missing directory in the path. See harfang.MkDir.

func Mm

func Mm(mm float32) float32

Mm Convert a value in millimeters to the Harfang internal unit system. See [harfang.man.CoordinateAndUnitSystem].

func Ms

func Ms(milliseconds float32) float32

Ms Convert a value in milliseconds to the Harfang internal unit system. See [harfang.man.CoordinateAndUnitSystem].

func Mtr

func Mtr(m float32) float32

Mtr Convert a value in meters to the Harfang internal unit system. See [harfang.man.CoordinateAndUnitSystem].

func NormalizePath

func NormalizePath(path string) string

NormalizePath Normalize a path according to the following conventions: - Replace all whitespaces by underscores.

func OpenFileDialog

func OpenFileDialog(title string, filters *FileFilterList, file *string) bool

OpenFileDialog Open a native OpenFile dialog.

func OpenFileDialogWithInitialDir

func OpenFileDialogWithInitialDir(title string, filters *FileFilterList, file *string, initialdir string) bool

OpenFileDialogWithInitialDir Open a native OpenFile dialog.

func OpenFolderDialog

func OpenFolderDialog(title string, foldername *string) bool

OpenFolderDialog Open a native OpenFolder dialog.

func OpenFolderDialogWithInitialDir

func OpenFolderDialogWithInitialDir(title string, foldername *string, initialdir string) bool

OpenFolderDialogWithInitialDir Open a native OpenFolder dialog.

func OpenVRDestroyEyeFrameBuffer

func OpenVRDestroyEyeFrameBuffer(eyefb *OpenVREyeFrameBuffer)

OpenVRDestroyEyeFrameBuffer Destroy an eye framebuffer.

func OpenVRInit

func OpenVRInit() bool

OpenVRInit Initialize OpenVR. Start the device display, its controllers and trackers.

func OpenVRPostPresentHandoff

func OpenVRPostPresentHandoff()

OpenVRPostPresentHandoff Signal to the OpenVR compositor that it can immediatly start processing the current frame.

func OpenVRShutdown

func OpenVRShutdown()

OpenVRShutdown Shutdown OpenVR.

func OpenVRStateToViewState

func OpenVRStateToViewState(state *OpenVRState) (*ViewState, *ViewState)

OpenVRStateToViewState Compute the left and right eye view states from an OpenVR state. See harfang.OpenVRGetState.

func OpenVRSubmitFrame

func OpenVRSubmitFrame(left *OpenVREyeFrameBuffer, right *OpenVREyeFrameBuffer)

OpenVRSubmitFrame Submit the left and right eye textures to the OpenVR compositor. See harfang.OpenVRCreateEyeFrameBuffer.

func Overlap

func Overlap(minmaxa *MinMax, minmaxb *MinMax) bool

Overlap Return `true` if the provided volume overlaps with this volume, `false` otherwise. The test can optionally be restricted to a specific axis.

func OverlapWithAxis

func OverlapWithAxis(minmaxa *MinMax, minmaxb *MinMax, axis Axis) bool

OverlapWithAxis Return `true` if the provided volume overlaps with this volume, `false` otherwise. The test can optionally be restricted to a specific axis.

func PathJoin

func PathJoin(elements *StringList) string

PathJoin Return a file path from a set of string elements.

func PathStartsWith

func PathStartsWith(path string, with string) bool

PathStartsWith Test if the provided path starts with the provided prefix.

func PathStripPrefix

func PathStripPrefix(path string, prefix string) string

PathStripPrefix Return a copy of the input path stripped of the provided prefix.

func PathStripSuffix

func PathStripSuffix(path string, suffix string) string

PathStripSuffix Return a copy of the input path stripped of the provided suffix.

func PathToDisplay

func PathToDisplay(path string) string

PathToDisplay Format a path for display.

func PauseSource

func PauseSource(source SourceRef)

PauseSource Pause a playing audio source. See harfang.PlayStereo and harfang.PlaySpatialized.

func PlaySpatialized

func PlaySpatialized(snd SoundRef, state *SpatializedSourceState) int32

PlaySpatialized Start playing a spatialized sound. Return a handle to the started source.

func PlayStereo

func PlayStereo(snd SoundRef, state *StereoSourceState) int32

PlayStereo Start playing a stereo sound. Return a handle to the started source.

func PrepareSceneForwardPipelineCommonRenderData

func PrepareSceneForwardPipelineCommonRenderData(viewid *uint16, scene *Scene, renderdata *SceneForwardPipelineRenderData, pipeline *ForwardPipeline, resources *PipelineResources, views *SceneForwardPipelinePassViewId)

PrepareSceneForwardPipelineCommonRenderData Prepare the common render data to submit a scene to the forward pipeline. Note: When rendering multiple views of the same scene, common data only needs to be prepared once. See harfang.PrepareSceneForwardPipelineViewDependentRenderData.

func PrepareSceneForwardPipelineCommonRenderDataWithDebugName

func PrepareSceneForwardPipelineCommonRenderDataWithDebugName(viewid *uint16, scene *Scene, renderdata *SceneForwardPipelineRenderData, pipeline *ForwardPipeline, resources *PipelineResources, views *SceneForwardPipelinePassViewId, debugname string)

PrepareSceneForwardPipelineCommonRenderDataWithDebugName Prepare the common render data to submit a scene to the forward pipeline. Note: When rendering multiple views of the same scene, common data only needs to be prepared once. See harfang.PrepareSceneForwardPipelineViewDependentRenderData.

func PrepareSceneForwardPipelineViewDependentRenderData

func PrepareSceneForwardPipelineViewDependentRenderData(viewid *uint16, viewstate *ViewState, scene *Scene, renderdata *SceneForwardPipelineRenderData, pipeline *ForwardPipeline, resources *PipelineResources, views *SceneForwardPipelinePassViewId)

PrepareSceneForwardPipelineViewDependentRenderData Prepare the view dependent render data to submit a scene to the forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData.

func PrepareSceneForwardPipelineViewDependentRenderDataWithDebugName

func PrepareSceneForwardPipelineViewDependentRenderDataWithDebugName(viewid *uint16, viewstate *ViewState, scene *Scene, renderdata *SceneForwardPipelineRenderData, pipeline *ForwardPipeline, resources *PipelineResources, views *SceneForwardPipelinePassViewId, debugname string)

PrepareSceneForwardPipelineViewDependentRenderDataWithDebugName Prepare the view dependent render data to submit a scene to the forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData.

func PrintProfilerFrame

func PrintProfilerFrame(profilerframe *ProfilerFrame)

PrintProfilerFrame Print a profiler frame to the console. Print all sections in the frame, their duration and event count.

func ProcessLoadQueues

func ProcessLoadQueues(res *PipelineResources) int32

ProcessLoadQueues ...

func ProcessLoadQueuesWithTBudget

func ProcessLoadQueuesWithTBudget(res *PipelineResources, tbudget int64) int32

ProcessLoadQueuesWithTBudget ...

func ProcessModelLoadQueue

func ProcessModelLoadQueue(res *PipelineResources) int32

ProcessModelLoadQueue ...

func ProcessModelLoadQueueWithTBudget

func ProcessModelLoadQueueWithTBudget(res *PipelineResources, tbudget int64) int32

ProcessModelLoadQueueWithTBudget ...

func ProcessTextureLoadQueue

func ProcessTextureLoadQueue(res *PipelineResources) int32

ProcessTextureLoadQueue Process the texture load queue. This function must be called to load textures queued while loading a scene or model with the LSSF_QueueTextureLoads flag. See harfang.LoadSaveSceneFlags.

func ProcessTextureLoadQueueWithTBudget

func ProcessTextureLoadQueueWithTBudget(res *PipelineResources, tbudget int64) int32

ProcessTextureLoadQueueWithTBudget Process the texture load queue. This function must be called to load textures queued while loading a scene or model with the LSSF_QueueTextureLoads flag. See harfang.LoadSaveSceneFlags.

func ProjectZToClipSpace

func ProjectZToClipSpace(z float32, proj *Mat44) float32

ProjectZToClipSpace Project a depth value to clip space.

func Quantize

func Quantize(v float32, q float32) float32

Quantize Return the provided value quantized to the specified step.

func RGBA32

func RGBA32(r uint8, g uint8, b uint8) uint32

RGBA32 Create a 32 bit integer RGBA color.

func RGBA32WithA

func RGBA32WithA(r uint8, g uint8, b uint8, a uint8) uint32

RGBA32WithA Create a 32 bit integer RGBA color.

func Rad

func Rad(radians float32) float32

Rad Convert an angle in radians to the engine unit system. See [harfang.man.CoordinateAndUnitSystem].

func RadianToDegree

func RadianToDegree(radians float32) float32

RadianToDegree Convert an angle in radians to degrees.

func Rand

func Rand() uint32

Rand Return a random integer value in the provided range, default range is [harfang.0;65535]. See harfang.FRand to generate a random floating point value.

func RandWithRange

func RandWithRange(rangeGo uint32) uint32

RandWithRange Return a random integer value in the provided range, default range is [harfang.0;65535]. See harfang.FRand to generate a random floating point value.

func ReadFloat

func ReadFloat(file *File) float32

ReadFloat Read a binary 32 bit floating point value from a local file.

func ReadString

func ReadString(file *File) string

ReadString Read a binary string from a local file. Strings are stored as a `uint32_t length` field followed by the string content in UTF-8.

func ReadUInt16

func ReadUInt16(file *File) uint16

ReadUInt16 Read a binary 16 bit unsigned integer value from a local file.

func ReadUInt32

func ReadUInt32(file *File) uint32

ReadUInt32 Read a binary 32 bit unsigned integer value from a local file.

func ReadUInt8

func ReadUInt8(file *File) uint8

ReadUInt8 Read a binary 8 bit unsigned integer value from a local file.

func RemoveAssetsFolder

func RemoveAssetsFolder(path string)

RemoveAssetsFolder Remove a folder from the assets system. See [harfang.man.Assets].

func RemoveAssetsPackage

func RemoveAssetsPackage(path string)

RemoveAssetsPackage Remove a package from the assets system. See [harfang.man.Assets].

func RenderInit

func RenderInit(window *Window) bool

RenderInit Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithType

func RenderInitWithType(window *Window, typeGo RendererType) bool

RenderInitWithType Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderReset

func RenderReset(width uint32, height uint32)

RenderReset Change the states of the render system at runtime.

func RenderResetToWindow

func RenderResetToWindow(win *Window, width *int32, height *int32) bool

RenderResetToWindow Resize the renderer backbuffer to the provided window client area dimensions. Return true if a reset was needed and carried out.

func RenderResetToWindowWithResetFlags

func RenderResetToWindowWithResetFlags(win *Window, width *int32, height *int32, resetflags uint32) bool

RenderResetToWindowWithResetFlags Resize the renderer backbuffer to the provided window client area dimensions. Return true if a reset was needed and carried out.

func RenderResetWithFlags

func RenderResetWithFlags(width uint32, height uint32, flags ResetFlags)

RenderResetWithFlags Change the states of the render system at runtime.

func RenderResetWithFlagsFormat

func RenderResetWithFlagsFormat(width uint32, height uint32, flags ResetFlags, format TextureFormat)

RenderResetWithFlagsFormat Change the states of the render system at runtime.

func RenderShutdown

func RenderShutdown()

RenderShutdown Shutdown the render system.

func ResetClock

func ResetClock()

ResetClock Reset the elapsed time counter.

func Rewind

func Rewind(file *File)

Rewind Rewind the read/write cursor of an open file.

func RmDir

func RmDir(path string) bool

RmDir Remove an empty folder on the local filesystem. See harfang.RmTree.

func RmTree

func RmTree(path string) bool

RmTree Remove a folder on the local filesystem. **Warning:** This function will through all subfolders and erase all files and folders in the target folder.

func SRanipalInit

func SRanipalInit() bool

SRanipalInit Initial the SRanipal eye detection SDK.

func SRanipalIsViveProEye

func SRanipalIsViveProEye() bool

SRanipalIsViveProEye Return `true` if the eye detection device in use is Vive Pro Eye.

func SRanipalLaunchEyeCalibration

func SRanipalLaunchEyeCalibration()

SRanipalLaunchEyeCalibration Launch the eye detection calibration sequence.

func SRanipalShutdown

func SRanipalShutdown()

SRanipalShutdown Shutdown the SRanipal eye detection SDK.

func SaveBMP

func SaveBMP(pict *Picture, path string) bool

SaveBMP Save a harfang.Picture in harfang.BMP(https://en.wikipedia.org/wiki/BMP_file_format) file format.

func SaveDataToFile

func SaveDataToFile(path string, data *Data) bool

SaveDataToFile ...

func SaveFileDialog

func SaveFileDialog(title string, filters *FileFilterList, file *string) bool

SaveFileDialog Open a native SaveFile dialog.

func SaveFileDialogWithInitialDir

func SaveFileDialogWithInitialDir(title string, filters *FileFilterList, file *string, initialdir string) bool

SaveFileDialogWithInitialDir Open a native SaveFile dialog.

func SaveForwardPipelineAAAConfigToFile

func SaveForwardPipelineAAAConfigToFile(path string, config *ForwardPipelineAAAConfig) bool

SaveForwardPipelineAAAConfigToFile ...

func SaveGeometryToFile

func SaveGeometryToFile(path string, geo *Geometry) bool

SaveGeometryToFile Save a geometry to the local filesystem. Note that in order to render a geometry it must have been converted to model by the asset compiler. See harfang.GeometryBuilder and harfang.ModelBuilder.

func SaveJsonToFile

func SaveJsonToFile(js *JSON, path string) bool

SaveJsonToFile Save a JSON object to the local filesystem.

func SavePNG

func SavePNG(pict *Picture, path string) bool

SavePNG Save a harfang.Picture in harfang.PNG(https://en.wikipedia.org/wiki/Portable_Network_Graphics) file format.

func SaveSceneBinaryToData

func SaveSceneBinaryToData(data *Data, scene *Scene, resources *PipelineResources) bool

SaveSceneBinaryToData ...

func SaveSceneBinaryToDataWithFlags

func SaveSceneBinaryToDataWithFlags(data *Data, scene *Scene, resources *PipelineResources, flags LoadSaveSceneFlags) bool

SaveSceneBinaryToDataWithFlags ...

func SaveSceneBinaryToFile

func SaveSceneBinaryToFile(path string, scene *Scene, resources *PipelineResources) bool

SaveSceneBinaryToFile ...

func SaveSceneBinaryToFileWithFlags

func SaveSceneBinaryToFileWithFlags(path string, scene *Scene, resources *PipelineResources, flags LoadSaveSceneFlags) bool

SaveSceneBinaryToFileWithFlags ...

func SaveSceneJsonToFile

func SaveSceneJsonToFile(path string, scene *Scene, resources *PipelineResources) bool

SaveSceneJsonToFile ...

func SaveSceneJsonToFileWithFlags

func SaveSceneJsonToFileWithFlags(path string, scene *Scene, resources *PipelineResources, flags LoadSaveSceneFlags) bool

SaveSceneJsonToFileWithFlags ...

func SaveTGA

func SaveTGA(pict *Picture, path string) bool

SaveTGA Save a harfang.Picture in harfang.TGA(https://en.wikipedia.org/wiki/Truevision_TGA) file format.

func SceneClearSystems

func SceneClearSystems(scene *Scene)

SceneClearSystems Clear scene and all optional systems.

func SceneClearSystemsWithPhysics

func SceneClearSystemsWithPhysics(scene *Scene, physics *SceneBullet3Physics)

SceneClearSystemsWithPhysics Clear scene and all optional systems.

func SceneClearSystemsWithPhysicsVm

func SceneClearSystemsWithPhysicsVm(scene *Scene, physics *SceneBullet3Physics, vm *SceneLuaVM)

SceneClearSystemsWithPhysicsVm Clear scene and all optional systems.

func SceneClearSystemsWithVm

func SceneClearSystemsWithVm(scene *Scene, vm *SceneLuaVM)

SceneClearSystemsWithVm Clear scene and all optional systems.

func SceneGarbageCollectSystems

func SceneGarbageCollectSystems(scene *Scene) int32

SceneGarbageCollectSystems Garbage collect a scene and all its optional systems.

func SceneGarbageCollectSystemsWithPhysics

func SceneGarbageCollectSystemsWithPhysics(scene *Scene, physics *SceneBullet3Physics) int32

SceneGarbageCollectSystemsWithPhysics Garbage collect a scene and all its optional systems.

func SceneGarbageCollectSystemsWithPhysicsVm

func SceneGarbageCollectSystemsWithPhysicsVm(scene *Scene, physics *SceneBullet3Physics, vm *SceneLuaVM) int32

SceneGarbageCollectSystemsWithPhysicsVm Garbage collect a scene and all its optional systems.

func SceneGarbageCollectSystemsWithVm

func SceneGarbageCollectSystemsWithVm(scene *Scene, vm *SceneLuaVM) int32

SceneGarbageCollectSystemsWithVm Garbage collect a scene and all its optional systems.

func SceneSyncToSystemsFromAssets

func SceneSyncToSystemsFromAssets(scene *Scene, vm *SceneLuaVM)

SceneSyncToSystemsFromAssets Synchronize optional systems (eg. physics or script) states with the scene states. Load resources from the assets system if required. See [harfang.man.Assets].

func SceneSyncToSystemsFromAssetsWithPhysics

func SceneSyncToSystemsFromAssetsWithPhysics(scene *Scene, physics *SceneBullet3Physics)

SceneSyncToSystemsFromAssetsWithPhysics Synchronize optional systems (eg. physics or script) states with the scene states. Load resources from the assets system if required. See [harfang.man.Assets].

func SceneSyncToSystemsFromAssetsWithPhysicsVm

func SceneSyncToSystemsFromAssetsWithPhysicsVm(scene *Scene, physics *SceneBullet3Physics, vm *SceneLuaVM)

SceneSyncToSystemsFromAssetsWithPhysicsVm Synchronize optional systems (eg. physics or script) states with the scene states. Load resources from the assets system if required. See [harfang.man.Assets].

func SceneSyncToSystemsFromFile

func SceneSyncToSystemsFromFile(scene *Scene, vm *SceneLuaVM)

SceneSyncToSystemsFromFile Synchronize optional systems (eg. physics or script) states with the scene states. Load resources from the local filesystem if required. See [harfang.man.Assets].

func SceneSyncToSystemsFromFileWithPhysics

func SceneSyncToSystemsFromFileWithPhysics(scene *Scene, physics *SceneBullet3Physics)

SceneSyncToSystemsFromFileWithPhysics Synchronize optional systems (eg. physics or script) states with the scene states. Load resources from the local filesystem if required. See [harfang.man.Assets].

func SceneSyncToSystemsFromFileWithPhysicsVm

func SceneSyncToSystemsFromFileWithPhysicsVm(scene *Scene, physics *SceneBullet3Physics, vm *SceneLuaVM)

SceneSyncToSystemsFromFileWithPhysicsVm Synchronize optional systems (eg. physics or script) states with the scene states. Load resources from the local filesystem if required. See [harfang.man.Assets].

func SceneUpdateSystems

func SceneUpdateSystems(scene *Scene, clocks *SceneClocks, dt int64)

SceneUpdateSystems Update a scene and all its optional systems.

func SceneUpdateSystemsWithPhysicsContactsStepMaxPhysicsStep

func SceneUpdateSystemsWithPhysicsContactsStepMaxPhysicsStep(scene *Scene, clocks *SceneClocks, dt int64, physics *SceneBullet3Physics, contacts *NodePairContacts, step int64, maxphysicsstep int32)

SceneUpdateSystemsWithPhysicsContactsStepMaxPhysicsStep Update a scene and all its optional systems.

func SceneUpdateSystemsWithPhysicsContactsStepMaxPhysicsStepVm

func SceneUpdateSystemsWithPhysicsContactsStepMaxPhysicsStepVm(scene *Scene, clocks *SceneClocks, dt int64, physics *SceneBullet3Physics, contacts *NodePairContacts, step int64, maxphysicsstep int32, vm *SceneLuaVM)

SceneUpdateSystemsWithPhysicsContactsStepMaxPhysicsStepVm Update a scene and all its optional systems.

func SceneUpdateSystemsWithPhysicsStepMaxPhysicsStep

func SceneUpdateSystemsWithPhysicsStepMaxPhysicsStep(scene *Scene, clocks *SceneClocks, dt int64, physics *SceneBullet3Physics, step int64, maxphysicsstep int32)

SceneUpdateSystemsWithPhysicsStepMaxPhysicsStep Update a scene and all its optional systems.

func SceneUpdateSystemsWithPhysicsStepMaxPhysicsStepVm

func SceneUpdateSystemsWithPhysicsStepMaxPhysicsStepVm(scene *Scene, clocks *SceneClocks, dt int64, physics *SceneBullet3Physics, step int64, maxphysicsstep int32, vm *SceneLuaVM)

SceneUpdateSystemsWithPhysicsStepMaxPhysicsStepVm Update a scene and all its optional systems.

func SceneUpdateSystemsWithVm

func SceneUpdateSystemsWithVm(scene *Scene, clocks *SceneClocks, dt int64, vm *SceneLuaVM)

SceneUpdateSystemsWithVm Update a scene and all its optional systems.

func Sec

func Sec(seconds float32) float32

Sec Convert a value in seconds to the Harfang internal unit system. See [harfang.man.CoordinateAndUnitSystem].

func Seed

func Seed(seed uint32)

Seed Set the starting seed of the pseudo-random number generator.

func Seek

func Seek(file *File, offset int64, mode SeekMode) bool

Seek Move the handle cursor to a specific position in the file.

func SendVRControllerHapticPulse

func SendVRControllerHapticPulse(duration int64)

SendVRControllerHapticPulse Send an haptic pulse to a named VR controller. See harfang.GetVRControllerNames.

func SendVRControllerHapticPulseWithName

func SendVRControllerHapticPulseWithName(duration int64, name string)

SendVRControllerHapticPulseWithName Send an haptic pulse to a named VR controller. See harfang.GetVRControllerNames.

func SetAxises

func SetAxises(m *Mat3, X *Vec3, Y *Vec3, Z *Vec3)

SetAxises Inject X, Y and Z axises into a 3x3 matrix.

func SetColumn

func SetColumn(m *Mat3, n uint32, column *Vec3)

SetColumn Returns the nth column.

func SetColumnWithMIdxV

func SetColumnWithMIdxV(m *Mat44, idx uint32, v *Vec4)

SetColumnWithMIdxV Returns the nth column.

func SetColumnWithMNV

func SetColumnWithMNV(m *Mat4, n uint32, v *Vec3)

SetColumnWithMNV Returns the nth column.

func SetHeight

func SetHeight(rect *Rect, height float32)

SetHeight Set a rectangle height.

func SetHeightWithRectHeight

func SetHeightWithRectHeight(rect *IntRect, height int32)

SetHeightWithRectHeight Set a rectangle height.

func SetJsonValue

func SetJsonValue(js *JSON, key string, value string)

SetJsonValue Set a JSON key value.

func SetJsonValueWithFloatValue

func SetJsonValueWithFloatValue(js *JSON, key string, value float32)

SetJsonValueWithFloatValue Set a JSON key value.

func SetJsonValueWithIntValue

func SetJsonValueWithIntValue(js *JSON, key string, value int32)

SetJsonValueWithIntValue Set a JSON key value.

func SetJsonValueWithValue

func SetJsonValueWithValue(js *JSON, key string, value bool)

SetJsonValueWithValue Set a JSON key value.

func SetListener

func SetListener(world *Mat4, velocity *Vec3)

SetListener Set the listener transformation and velocity for spatialization by the audio system.

func SetLogDetailed

func SetLogDetailed(isdetailed bool)

SetLogDetailed Display the `details` field of log outputs.

func SetLogLevel

func SetLogLevel(loglevel LogLevel)

SetLogLevel Control which log levels should be displayed. See harfang.Log, harfang.Warn, harfang.Error and harfang.Debug.

func SetMaterialAlphaCut

func SetMaterialAlphaCut(mat *Material, enable bool)

SetMaterialAlphaCut ...

func SetMaterialAmbientUsesUV1

func SetMaterialAmbientUsesUV1(mat *Material, enable bool)

SetMaterialAmbientUsesUV1 ...

func SetMaterialBlendMode

func SetMaterialBlendMode(mat *Material, mode BlendMode)

SetMaterialBlendMode Set material blend mode.

func SetMaterialDepthTest

func SetMaterialDepthTest(mat *Material, test DepthTest)

SetMaterialDepthTest Set material depth test.

func SetMaterialDiffuseUsesUV1

func SetMaterialDiffuseUsesUV1(mat *Material, enable bool)

SetMaterialDiffuseUsesUV1 ...

func SetMaterialFaceCulling

func SetMaterialFaceCulling(mat *Material, culling FaceCulling)

SetMaterialFaceCulling Set material face culling.

func SetMaterialNormalMapInWorldSpace

func SetMaterialNormalMapInWorldSpace(mat *Material, enable bool)

SetMaterialNormalMapInWorldSpace ...

func SetMaterialProgram

func SetMaterialProgram(mat *Material, program *PipelineProgramRef)

SetMaterialProgram Set material pipeline program. You should call harfang.UpdateMaterialPipelineProgramVariant after changing a material pipeline program so that the correct variant is selected according to the material states.

func SetMaterialSkinning

func SetMaterialSkinning(mat *Material, enable bool)

SetMaterialSkinning ...

func SetMaterialSpecularUsesUV1

func SetMaterialSpecularUsesUV1(mat *Material, enable bool)

SetMaterialSpecularUsesUV1 ...

func SetMaterialTexture

func SetMaterialTexture(mat *Material, name string, texture *TextureRef, stage uint8)

SetMaterialTexture Set a material uniform texture and texture stage. Note: The texture stage specified should match the uniform declaration in the shader program.

func SetMaterialTextureRef

func SetMaterialTextureRef(mat *Material, name string, texture *TextureRef)

SetMaterialTextureRef Set a material uniform texture reference. See harfang.PipelineResources.

func SetMaterialValue

func SetMaterialValue(mat *Material, name string, v float32)

SetMaterialValue Set a material uniform value.

func SetMaterialValueWithM

func SetMaterialValueWithM(mat *Material, name string, m *Mat3)

SetMaterialValueWithM Set a material uniform value.

func SetMaterialValueWithMat44M

func SetMaterialValueWithMat44M(mat *Material, name string, m *Mat44)

SetMaterialValueWithMat44M Set a material uniform value.

func SetMaterialValueWithMat4M

func SetMaterialValueWithMat4M(mat *Material, name string, m *Mat4)

SetMaterialValueWithMat4M Set a material uniform value.

func SetMaterialValueWithV

func SetMaterialValueWithV(mat *Material, name string, v *Vec2)

SetMaterialValueWithV Set a material uniform value.

func SetMaterialValueWithVec3V

func SetMaterialValueWithVec3V(mat *Material, name string, v *Vec3)

SetMaterialValueWithVec3V Set a material uniform value.

func SetMaterialValueWithVec4V

func SetMaterialValueWithVec4V(mat *Material, name string, v *Vec4)

SetMaterialValueWithVec4V Set a material uniform value.

func SetMaterialWriteRGBA

func SetMaterialWriteRGBA(mat *Material, writer bool, writeg bool, writeb bool, writea bool)

SetMaterialWriteRGBA Set a material color write mask.

func SetMaterialWriteZ

func SetMaterialWriteZ(mat *Material, enable bool)

SetMaterialWriteZ Set a material depth write mask.

func SetRenderDebug

func SetRenderDebug(flags DebugFlags)

SetRenderDebug Set render system debug flags.

func SetRow

func SetRow(m *Mat3, n uint32, row *Vec3)

SetRow Sets the nth row of a matrix.

func SetRowWithMIdxV

func SetRowWithMIdxV(m *Mat44, idx uint32, v *Vec4)

SetRowWithMIdxV Sets the nth row of a matrix.

func SetRowWithMNV

func SetRowWithMNV(m *Mat4, n uint32, v *Vec4)

SetRowWithMNV Sets the nth row of a matrix.

func SetS

func SetS(m *Mat4, scale *Vec3)

SetS Shortcut for harfang.SetScale.

func SetScale

func SetScale(m *Mat3, S *Vec3)

SetScale Set the scaling part of the transformation matrix.

func SetScaleWithMScale

func SetScaleWithMScale(m *Mat4, scale *Vec3)

SetScaleWithMScale Set the scaling part of the transformation matrix.

func SetSourcePanning

func SetSourcePanning(source SourceRef, panning float32)

SetSourcePanning Set a playing audio source panning.

func SetSourceRepeat

func SetSourceRepeat(source SourceRef, repeat SourceRepeat)

SetSourceRepeat Set audio source repeat mode.

func SetSourceTimecode

func SetSourceTimecode(source SourceRef, t int64) bool

SetSourceTimecode Set timecode of the audio source.

func SetSourceTransform

func SetSourceTransform(source SourceRef, world *Mat4, velocity *Vec3)

SetSourceTransform Set a playing spatialized audio source transformation.

func SetSourceVolume

func SetSourceVolume(source SourceRef, volume float32)

SetSourceVolume Set audio source volume.

func SetT

func SetT(m *Mat4, T *Vec3)

SetT Shortcut for harfang.SetTranslation.

func SetTransform

func SetTransform(mtx *Mat4)

SetTransform Set the model matrix for the next drawn primitive. If not called, model will be rendered with the identity model matrix.

func SetTranslation

func SetTranslation(m *Mat3, T *Vec3)

SetTranslation Sets the 2D translation part, i.e. the first 2 elements of the last matrix row.

func SetTranslationWithM

func SetTranslationWithM(m *Mat4, T *Vec3)

SetTranslationWithM Sets the 2D translation part, i.e. the first 2 elements of the last matrix row.

func SetTranslationWithT

func SetTranslationWithT(m *Mat3, T *Vec2)

SetTranslationWithT Sets the 2D translation part, i.e. the first 2 elements of the last matrix row.

func SetView2D

func SetView2D(id uint16, x int32, y int32, resx int32, resy int32)

SetView2D High-level wrapper function to setup a view for 2D rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetView2DWithZnearZfar

func SetView2DWithZnearZfar(id uint16, x int32, y int32, resx int32, resy int32, znear float32, zfar float32)

SetView2DWithZnearZfar High-level wrapper function to setup a view for 2D rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetView2DWithZnearZfarFlagsColorDepthStencil

func SetView2DWithZnearZfarFlagsColorDepthStencil(id uint16, x int32, y int32, resx int32, resy int32, znear float32, zfar float32, flags ClearFlags, color *Color, depth float32, stencil uint8)

SetView2DWithZnearZfarFlagsColorDepthStencil High-level wrapper function to setup a view for 2D rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetView2DWithZnearZfarFlagsColorDepthStencilYUp

func SetView2DWithZnearZfarFlagsColorDepthStencilYUp(id uint16, x int32, y int32, resx int32, resy int32, znear float32, zfar float32, flags ClearFlags, color *Color, depth float32, stencil uint8, yup bool)

SetView2DWithZnearZfarFlagsColorDepthStencilYUp High-level wrapper function to setup a view for 2D rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewClear

func SetViewClear(viewid uint16, flags ClearFlags)

SetViewClear Set a view clear parameters. See [harfang.man.Views].

func SetViewClearWithCol

func SetViewClearWithCol(viewid uint16, flags ClearFlags, col *Color)

SetViewClearWithCol Set a view clear parameters. See [harfang.man.Views].

func SetViewClearWithColDepth

func SetViewClearWithColDepth(viewid uint16, flags ClearFlags, col *Color, depth float32)

SetViewClearWithColDepth Set a view clear parameters. See [harfang.man.Views].

func SetViewClearWithColDepthStencil

func SetViewClearWithColDepthStencil(viewid uint16, flags ClearFlags, col *Color, depth float32, stencil uint8)

SetViewClearWithColDepthStencil Set a view clear parameters. See [harfang.man.Views].

func SetViewClearWithRgba

func SetViewClearWithRgba(viewid uint16, flags ClearFlags, rgba uint32)

SetViewClearWithRgba Set a view clear parameters. See [harfang.man.Views].

func SetViewClearWithRgbaDepth

func SetViewClearWithRgbaDepth(viewid uint16, flags ClearFlags, rgba uint32, depth float32)

SetViewClearWithRgbaDepth Set a view clear parameters. See [harfang.man.Views].

func SetViewClearWithRgbaDepthStencil

func SetViewClearWithRgbaDepthStencil(viewid uint16, flags ClearFlags, rgba uint32, depth float32, stencil uint8)

SetViewClearWithRgbaDepthStencil Set a view clear parameters. See [harfang.man.Views].

func SetViewFrameBuffer

func SetViewFrameBuffer(viewid uint16, handle *FrameBufferHandle)

SetViewFrameBuffer Set view output framebuffer. See [harfang.man.Views].

func SetViewMode

func SetViewMode(viewid uint16, mode ViewMode)

SetViewMode Set view draw ordering mode.

func SetViewOrthographic

func SetViewOrthographic(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4)

SetViewOrthographic High-level wrapper function to setup a view for 3D orthographic rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewOrthographicWithZnearZfar

func SetViewOrthographicWithZnearZfar(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4, znear float32, zfar float32)

SetViewOrthographicWithZnearZfar High-level wrapper function to setup a view for 3D orthographic rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewOrthographicWithZnearZfarSize

func SetViewOrthographicWithZnearZfarSize(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4, znear float32, zfar float32, size float32)

SetViewOrthographicWithZnearZfarSize High-level wrapper function to setup a view for 3D orthographic rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewOrthographicWithZnearZfarSizeFlagsColorDepthStencil

func SetViewOrthographicWithZnearZfarSizeFlagsColorDepthStencil(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4, znear float32, zfar float32, size float32, flags ClearFlags, color *Color, depth float32, stencil uint8)

SetViewOrthographicWithZnearZfarSizeFlagsColorDepthStencil High-level wrapper function to setup a view for 3D orthographic rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewPerspective

func SetViewPerspective(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4)

SetViewPerspective High-level wrapper function to setup a view for 3D perspective rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewPerspectiveWithZnearZfar

func SetViewPerspectiveWithZnearZfar(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4, znear float32, zfar float32)

SetViewPerspectiveWithZnearZfar High-level wrapper function to setup a view for 3D perspective rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewPerspectiveWithZnearZfarZoomFactor

func SetViewPerspectiveWithZnearZfarZoomFactor(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4, znear float32, zfar float32, zoomfactor float32)

SetViewPerspectiveWithZnearZfarZoomFactor High-level wrapper function to setup a view for 3D perspective rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewPerspectiveWithZnearZfarZoomFactorFlagsColorDepthStencil

func SetViewPerspectiveWithZnearZfarZoomFactorFlagsColorDepthStencil(id uint16, x int32, y int32, resx int32, resy int32, world *Mat4, znear float32, zfar float32, zoomfactor float32, flags ClearFlags, color *Color, depth float32, stencil uint8)

SetViewPerspectiveWithZnearZfarZoomFactorFlagsColorDepthStencil High-level wrapper function to setup a view for 3D perspective rendering. This function calls harfang.SetViewClear, harfang.SetViewRect then harfang.SetViewTransform.

func SetViewRect

func SetViewRect(viewid uint16, x uint16, y uint16, w uint16, h uint16)

SetViewRect ...

func SetViewTransform

func SetViewTransform(viewid uint16, view *Mat4, proj *Mat44)

SetViewTransform Set view transforms, namely the view and projection matrices.

func SetWidth

func SetWidth(rect *Rect, width float32)

SetWidth Set a rectangle width.

func SetWidthWithRectWidth

func SetWidthWithRectWidth(rect *IntRect, width int32)

SetWidthWithRectWidth Set a rectangle width.

func SetWindowClientSize

func SetWindowClientSize(window *Window, width int32, height int32) bool

SetWindowClientSize Set the window client size. The client area of a window excludes its decoration.

func SetWindowPos

func SetWindowPos(window *Window, position *IVec2) bool

SetWindowPos Set window position.

func SetWindowTitle

func SetWindowTitle(window *Window, title string) bool

SetWindowTitle Set window title.

func SetX

func SetX(m *Mat3, X *Vec3)

SetX Sets the first row.

func SetXWithIntRectRectIntX

func SetXWithIntRectRectIntX(rect *IntRect, x int32)

SetXWithIntRectRectIntX Sets the first row.

func SetXWithM

func SetXWithM(m *Mat4, X *Vec3)

SetXWithM Sets the first row.

func SetXWithRectX

func SetXWithRectX(rect *Rect, x float32)

SetXWithRectX Sets the first row.

func SetY

func SetY(m *Mat3, Y *Vec3)

SetY Sets the second row.

func SetYWithIntRectRectIntY

func SetYWithIntRectRectIntY(rect *IntRect, y int32)

SetYWithIntRectRectIntY Sets the second row.

func SetYWithM

func SetYWithM(m *Mat4, Y *Vec3)

SetYWithM Sets the second row.

func SetYWithRectY

func SetYWithRectY(rect *Rect, y float32)

SetYWithRectY Sets the second row.

func SetZ

func SetZ(m *Mat3, Z *Vec3)

SetZ Sets the third row.

func SetZWithM

func SetZWithM(m *Mat4, Z *Vec3)

SetZWithM Sets the third row.

func ShowCursor

func ShowCursor()

ShowCursor Show the system mouse cursor. See harfang.HideCursor.

func SkipClock

func SkipClock()

SkipClock Skip elapsed time since the last call to harfang.TickClock.

func Sleep

func Sleep(duration int64)

Sleep Sleep the caller thread, this function will resume execution after waiting for at least the specified amount of time.

func StopAllSources

func StopAllSources()

StopAllSources Stop all playing audio sources.

func StopSource

func StopSource(source SourceRef)

StopSource Stop a playing audio source.

func StreamOGGAssetSpatialized

func StreamOGGAssetSpatialized(name string, state *SpatializedSourceState) int32

StreamOGGAssetSpatialized ...

func StreamOGGAssetStereo

func StreamOGGAssetStereo(name string, state *StereoSourceState) int32

StreamOGGAssetStereo ...

func StreamOGGFileSpatialized

func StreamOGGFileSpatialized(path string, state *SpatializedSourceState) int32

StreamOGGFileSpatialized ...

func StreamOGGFileStereo

func StreamOGGFileStereo(path string, state *StereoSourceState) int32

StreamOGGFileStereo ...

func StreamWAVAssetSpatialized

func StreamWAVAssetSpatialized(name string, state *SpatializedSourceState) int32

StreamWAVAssetSpatialized Start an audio stream from a WAV file from the assets system. See harfang.SetSourceTransform and [harfang.man.Assets].

func StreamWAVAssetStereo

func StreamWAVAssetStereo(name string, state *StereoSourceState) int32

StreamWAVAssetStereo Start an audio stream from a WAV file from the assets system. See [harfang.man.Assets].

func StreamWAVFileSpatialized

func StreamWAVFileSpatialized(path string, state *SpatializedSourceState) int32

StreamWAVFileSpatialized Start an audio stream from a WAV file on the local filesystem. See harfang.SetSourceTransform.

func StreamWAVFileStereo

func StreamWAVFileStereo(path string, state *StereoSourceState) int32

StreamWAVFileStereo Start an audio stream from a WAV file on the local filesystem. See [harfang.man.Assets].

func StringToFile

func StringToFile(path string, value string) bool

StringToFile Return the content of a file on the local filesystem as a string.

func SubmitSceneToForwardPipelineWithAaaAaaConfigFrame

func SubmitSceneToForwardPipelineWithAaaAaaConfigFrame(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, renderdata *SceneForwardPipelineRenderData, resources *PipelineResources, views *SceneForwardPipelinePassViewId, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32)

SubmitSceneToForwardPipelineWithAaaAaaConfigFrame Submit a scene to a forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData and harfang.PrepareSceneForwardPipelineViewDependentRenderData if you need to render the same scene from different points of view.

func SubmitSceneToForwardPipelineWithAaaAaaConfigFrameFrameBuffer

func SubmitSceneToForwardPipelineWithAaaAaaConfigFrameFrameBuffer(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, renderdata *SceneForwardPipelineRenderData, resources *PipelineResources, views *SceneForwardPipelinePassViewId, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32, framebuffer *FrameBufferHandle)

SubmitSceneToForwardPipelineWithAaaAaaConfigFrameFrameBuffer Submit a scene to a forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData and harfang.PrepareSceneForwardPipelineViewDependentRenderData if you need to render the same scene from different points of view.

func SubmitSceneToForwardPipelineWithAaaAaaConfigFrameFrameBufferDebugName

func SubmitSceneToForwardPipelineWithAaaAaaConfigFrameFrameBufferDebugName(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, renderdata *SceneForwardPipelineRenderData, resources *PipelineResources, views *SceneForwardPipelinePassViewId, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32, framebuffer *FrameBufferHandle, debugname string)

SubmitSceneToForwardPipelineWithAaaAaaConfigFrameFrameBufferDebugName Submit a scene to a forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData and harfang.PrepareSceneForwardPipelineViewDependentRenderData if you need to render the same scene from different points of view.

func SwapFileExtension

func SwapFileExtension(path string, ext string) string

SwapFileExtension Return the input file path with its extension replaced.

func Tell

func Tell(file *File) int32

Tell Return the current handle cursor position in bytes.

func TickClock

func TickClock() int64

TickClock Advance the engine clock and return the elapsed time since the last call to this function. See harfang.GetClock to retrieve the current clock. See harfang.GetClockDt.

func TimeFromDay

func TimeFromDay(day int64) int64

TimeFromDay Convert days to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromHour

func TimeFromHour(hour int64) int64

TimeFromHour Convert hours to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromMin

func TimeFromMin(min int64) int64

TimeFromMin Convert minutes to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromMs

func TimeFromMs(ms int64) int64

TimeFromMs Convert milliseconds to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromMsF

func TimeFromMsF(ms float32) int64

TimeFromMsF Convert milliseconds to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromNs

func TimeFromNs(ns int64) int64

TimeFromNs Convert nanoseconds to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromSec

func TimeFromSec(sec int64) int64

TimeFromSec Convert seconds to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromSecF

func TimeFromSecF(sec float32) int64

TimeFromSecF Convert fractional seconds to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromUs

func TimeFromUs(us int64) int64

TimeFromUs Convert microseconds to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeFromUsF

func TimeFromUsF(us float32) int64

TimeFromUsF Convert fractional microseconds to time. See [harfang.man.CoordinateAndUnitSystem].

func TimeNow

func TimeNow() int64

TimeNow Return the current system time.

func TimeToDay

func TimeToDay(t int64) int64

TimeToDay Convert time to days.

func TimeToHour

func TimeToHour(t int64) int64

TimeToHour Convert time to hours.

func TimeToMin

func TimeToMin(t int64) int64

TimeToMin Convert time to minutes.

func TimeToMs

func TimeToMs(t int64) int64

TimeToMs Convert time to milliseconds.

func TimeToMsF

func TimeToMsF(t int64) float32

TimeToMsF Convert time to miliseconds.

func TimeToNs

func TimeToNs(t int64) int64

TimeToNs Convert time to nanoseconds.

func TimeToSec

func TimeToSec(t int64) int64

TimeToSec Convert time to seconds.

func TimeToSecF

func TimeToSecF(t int64) float32

TimeToSecF Convert time to fractional seconds.

func TimeToString

func TimeToString(t int64) string

TimeToString Return time as a human-readable string.

func TimeToUs

func TimeToUs(t int64) int64

TimeToUs Convert time to microseconds.

func TimeToUsF

func TimeToUsF(t int64) float32

TimeToUsF Convert time to fractional microseconds.

func Touch

func Touch(viewid uint16)

Touch Submit an empty primitive to the view. See harfang.Frame.

func Unlink(path string) bool

Unlink Remove a file from the local filesystem.

func UnloadSound

func UnloadSound(snd SoundRef)

UnloadSound Unload a sound from the audio system.

func UpdateMaterialPipelineProgramVariant

func UpdateMaterialPipelineProgramVariant(mat *Material, resources *PipelineResources)

UpdateMaterialPipelineProgramVariant Select the proper pipeline program variant for the current material state.

func UpdateTexture

func UpdateTexture(streamer *IVideoStreamer, handle *uintptr, texture *Texture, size *IVec2, format *int32) bool

UpdateTexture ...

func UpdateTextureFromPicture

func UpdateTextureFromPicture(tex *Texture, pic *Picture)

UpdateTextureFromPicture Update texture content from the provided picture. Note: The picture is expected to be in a format compatible with the texture format.

func UpdateTextureWithDestroy

func UpdateTextureWithDestroy(streamer *IVideoStreamer, handle *uintptr, texture *Texture, size *IVec2, format *int32, destroy bool) bool

UpdateTextureWithDestroy ...

func UpdateWindow

func UpdateWindow(window *Window) bool

UpdateWindow Update a window on the host system.

func Warn

func Warn(msg string)

Warn Output to the engine warning log. See harfang.Log, harfang.Debug and harfang.Error.

func WarnWithDetails

func WarnWithDetails(msg string, details string)

WarnWithDetails Output to the engine warning log. See harfang.Log, harfang.Debug and harfang.Error.

func WindowHasFocus

func WindowHasFocus(window *Window) bool

WindowHasFocus Return `true` if the provided window has focus, `false` otherwise.

func WindowSystemInit

func WindowSystemInit()

WindowSystemInit Initialize the Window system.

func WindowSystemShutdown

func WindowSystemShutdown()

WindowSystemShutdown Shutdown the window system. See harfang.WindowSystemInit.

func Wrap

func Wrap(v float32, start float32, end float32) float32

Wrap Wrap the input value so that it fits in the specified inclusive range.

func WrapWithVStartEnd

func WrapWithVStartEnd(v int32, start int32, end int32) int32

WrapWithVStartEnd Wrap the input value so that it fits in the specified inclusive range.

func WriteFloat

func WriteFloat(file *File, value float32) bool

WriteFloat Write a binary 32 bit floating point value to a file.

func WriteString

func WriteString(file *File, value string) bool

WriteString Write a string to a file as 32 bit integer size followed by the string content in UTF8.

func WriteUInt16

func WriteUInt16(file *File, value uint16) bool

WriteUInt16 Write a binary 16 bit unsigned integer to a file.

func WriteUInt32

func WriteUInt32(file *File, value uint32) bool

WriteUInt32 Write a binary 32 bit unsigned integer to a file.

func WriteUInt8

func WriteUInt8(file *File, value uint8) bool

WriteUInt8 Write a binary 8 bit unsigned integer to a file.

func ZoomFactorToFov

func ZoomFactorToFov(zoomfactor float32) float32

ZoomFactorToFov Convert from a zoom factor value in meters to a fov value in radian.

Types

type AnimLoopMode

type AnimLoopMode int32

AnimLoopMode ...

type Attrib

type Attrib int32

Attrib ...

type AttribType

type AttribType int32

AttribType ...

type AudioFrameFormat

type AudioFrameFormat int32

AudioFrameFormat ...

type Axis

type Axis uint8

Axis ...

type BackbufferRatio

type BackbufferRatio int32

BackbufferRatio ...

type BlendMode

type BlendMode int32

BlendMode ...

func GetMaterialBlendMode

func GetMaterialBlendMode(mat *Material) BlendMode

GetMaterialBlendMode Return a material blending mode.

type Bloom

type Bloom struct {
	// contains filtered or unexported fields
}

Bloom Bloom post-process object holding internal states and resources. Create with harfang.CreateBloomFromAssets or harfang.CreateBloomFromFile, use with harfang.ApplyBloom, finally call harfang.DestroyBloom to dispose of resources when done.

func CreateBloomFromAssets

func CreateBloomFromAssets(path string, ratio BackbufferRatio) *Bloom

CreateBloomFromAssets ...

func CreateBloomFromFile

func CreateBloomFromFile(path string, ratio BackbufferRatio) *Bloom

CreateBloomFromFile ...

func (*Bloom) Free

func (pointer *Bloom) Free()

Free ...

func (*Bloom) IsNil

func (pointer *Bloom) IsNil() bool

IsNil ...

type Camera

type Camera struct {
	// contains filtered or unexported fields
}

Camera Add this component to a harfang.Node to implement the camera aspect. Create a camera component with harfang.Scene_CreateCamera, use harfang.CreateCamera to create a complete camera node.

func (*Camera) Eq

func (pointer *Camera) Eq(c *Camera) bool

Eq ...

func (*Camera) Free

func (pointer *Camera) Free()

Free ...

func (*Camera) GetFov

func (pointer *Camera) GetFov() float32

GetFov Return the camera field of view.

func (*Camera) GetIsOrthographic

func (pointer *Camera) GetIsOrthographic() bool

GetIsOrthographic Return `true` if orthographic projection is used, `false` if perspective projection.

func (*Camera) GetSize

func (pointer *Camera) GetSize() float32

GetSize ...

func (*Camera) GetZFar

func (pointer *Camera) GetZFar() float32

GetZFar Return the camera far clipping plane.

func (*Camera) GetZNear

func (pointer *Camera) GetZNear() float32

GetZNear Return the camera near clipping plane.

func (*Camera) GetZRange

func (pointer *Camera) GetZRange() *CameraZRange

GetZRange ...

func (*Camera) IsNil

func (pointer *Camera) IsNil() bool

IsNil ...

func (*Camera) IsValid

func (pointer *Camera) IsValid() bool

IsValid ...

func (*Camera) SetFov

func (pointer *Camera) SetFov(v float32)

SetFov Set the camera field of view.

func (*Camera) SetIsOrthographic

func (pointer *Camera) SetIsOrthographic(v bool)

SetIsOrthographic Configure the camera to use orthographic or perspective projection.

func (*Camera) SetSize

func (pointer *Camera) SetSize(v float32)

SetSize ...

func (*Camera) SetZFar

func (pointer *Camera) SetZFar(v float32)

SetZFar Set the camera far clipping plane.

func (*Camera) SetZNear

func (pointer *Camera) SetZNear(v float32)

SetZNear Set the camera near clipping plane.

func (*Camera) SetZRange

func (pointer *Camera) SetZRange(z *CameraZRange)

SetZRange ...

type CameraZRange

type CameraZRange struct {
	// contains filtered or unexported fields
}

CameraZRange ...

func NewCameraZRange

func NewCameraZRange() *CameraZRange

NewCameraZRange ...

func (*CameraZRange) Free

func (pointer *CameraZRange) Free()

Free ...

func (*CameraZRange) GetZfar

func (pointer *CameraZRange) GetZfar() float32

GetZfar ...

func (*CameraZRange) GetZnear

func (pointer *CameraZRange) GetZnear() float32

GetZnear ...

func (*CameraZRange) IsNil

func (pointer *CameraZRange) IsNil() bool

IsNil ...

func (*CameraZRange) SetZfar

func (pointer *CameraZRange) SetZfar(v float32)

SetZfar ...

func (*CameraZRange) SetZnear

func (pointer *CameraZRange) SetZnear(v float32)

SetZnear ...

type Canvas

type Canvas struct {
	// contains filtered or unexported fields
}

Canvas Holds the canvas properties of a scene, see the `canvas` member of class harfang.Scene.

func (*Canvas) Free

func (pointer *Canvas) Free()

Free ...

func (*Canvas) GetClearColor

func (pointer *Canvas) GetClearColor() bool

GetClearColor ...

func (*Canvas) GetClearZ

func (pointer *Canvas) GetClearZ() bool

GetClearZ ...

func (*Canvas) GetColor

func (pointer *Canvas) GetColor() *Color

GetColor ...

func (*Canvas) IsNil

func (pointer *Canvas) IsNil() bool

IsNil ...

func (*Canvas) SetClearColor

func (pointer *Canvas) SetClearColor(v bool)

SetClearColor ...

func (*Canvas) SetClearZ

func (pointer *Canvas) SetClearZ(v bool)

SetClearZ ...

func (*Canvas) SetColor

func (pointer *Canvas) SetColor(v *Color)

SetColor ...

type ClearFlags

type ClearFlags uint16

ClearFlags ...

type Collision

type Collision struct {
	// contains filtered or unexported fields
}

Collision Collision component, see [harfang.man.Physics].

func (*Collision) Eq

func (pointer *Collision) Eq(c *Collision) bool

Eq ...

func (*Collision) Free

func (pointer *Collision) Free()

Free ...

func (*Collision) GetCollisionResource

func (pointer *Collision) GetCollisionResource() string

GetCollisionResource ...

func (*Collision) GetHeight

func (pointer *Collision) GetHeight() float32

GetHeight ...

func (*Collision) GetLocalTransform

func (pointer *Collision) GetLocalTransform() *Mat4

GetLocalTransform ...

func (*Collision) GetMass

func (pointer *Collision) GetMass() float32

GetMass Return the collision shape mass in Kg.

func (*Collision) GetRadius

func (pointer *Collision) GetRadius() float32

GetRadius ...

func (*Collision) GetType

func (pointer *Collision) GetType() CollisionType

GetType Return the harfang.CollisionType of a harfang.Collision component.

func (*Collision) IsNil

func (pointer *Collision) IsNil() bool

IsNil ...

func (*Collision) IsValid

func (pointer *Collision) IsValid() bool

IsValid ...

func (*Collision) SetCollisionResource

func (pointer *Collision) SetCollisionResource(path string)

SetCollisionResource ...

func (*Collision) SetHeight

func (pointer *Collision) SetHeight(height float32)

SetHeight ...

func (*Collision) SetLocalTransform

func (pointer *Collision) SetLocalTransform(m *Mat4)

SetLocalTransform ...

func (*Collision) SetMass

func (pointer *Collision) SetMass(mass float32)

SetMass Set the collision shape mass in Kg.

func (*Collision) SetRadius

func (pointer *Collision) SetRadius(radius float32)

SetRadius ...

func (*Collision) SetSize

func (pointer *Collision) SetSize(size *Vec3)

SetSize ...

func (*Collision) SetType

func (pointer *Collision) SetType(typeGo CollisionType)

SetType Set the harfang.CollisionType of a harfang.Collision component.

type CollisionEventTrackingMode

type CollisionEventTrackingMode uint8

CollisionEventTrackingMode ...

type CollisionType

type CollisionType uint8

CollisionType ...

type Color

type Color struct {
	// contains filtered or unexported fields
}

Color Four-component RGBA color object.

func AlphaScale

func AlphaScale(color *Color, k float32) *Color

AlphaScale Scale the alpha component of the input color.

func ChromaScale

func ChromaScale(color *Color, k float32) *Color

ChromaScale Return a copy of the color with its saturation scaled as specified.

func ClampWithColor

func ClampWithColor(color *Color, min float32, max float32) *Color

ClampWithColor Return a vector whose elements are equal to the vector elements clipped to the specified interval.

func ClampWithColorMinMax

func ClampWithColorMinMax(color *Color, min *Color, max *Color) *Color

ClampWithColorMinMax Return a vector whose elements are equal to the vector elements clipped to the specified interval.

func ColorFromABGR32

func ColorFromABGR32(rgba32 uint32) *Color

ColorFromABGR32 Create a color from a 32 bit ABGR integer.

func ColorFromRGBA32

func ColorFromRGBA32(rgba32 uint32) *Color

ColorFromRGBA32 Create a color from a 32 bit RGBA integer.

func ColorFromVector3

func ColorFromVector3(v *Vec3) *Color

ColorFromVector3 Create a color from a 3d vector, alpha defaults to 1.

func ColorFromVector4

func ColorFromVector4(v *Vec4) *Color

ColorFromVector4 Return a 4-dimensional vector as a color.

func ColorGetBlack

func ColorGetBlack() *Color

ColorGetBlack ...

func ColorGetBlue

func ColorGetBlue() *Color

ColorGetBlue ...

func ColorGetGreen

func ColorGetGreen() *Color

ColorGetGreen ...

func ColorGetGrey

func ColorGetGrey() *Color

ColorGetGrey ...

func ColorGetOne

func ColorGetOne() *Color

ColorGetOne ...

func ColorGetOrange

func ColorGetOrange() *Color

ColorGetOrange ...

func ColorGetPurple

func ColorGetPurple() *Color

ColorGetPurple ...

func ColorGetRed

func ColorGetRed() *Color

ColorGetRed ...

func ColorGetTransparent

func ColorGetTransparent() *Color

ColorGetTransparent ...

func ColorGetWhite

func ColorGetWhite() *Color

ColorGetWhite ...

func ColorGetYellow

func ColorGetYellow() *Color

ColorGetYellow ...

func ColorGetZero

func ColorGetZero() *Color

ColorGetZero ...

func ColorI

func ColorI(r int32, g int32, b int32) *Color

ColorI Create a color from integer values in the [harfang.0;255] range.

func ColorIWithA

func ColorIWithA(r int32, g int32, b int32, a int32) *Color

ColorIWithA Create a color from integer values in the [harfang.0;255] range.

func FromHLS

func FromHLS(color *Color) *Color

FromHLS Convert input hue/luminance/saturation color to RGBA, alpha channel is left unmodified.

func NewColor

func NewColor() *Color

NewColor Four-component RGBA color object.

func NewColorWithColor

func NewColorWithColor(color *Color) *Color

NewColorWithColor Four-component RGBA color object.

func NewColorWithRGB

func NewColorWithRGB(r float32, g float32, b float32) *Color

NewColorWithRGB Four-component RGBA color object.

func NewColorWithRGBA

func NewColorWithRGBA(r float32, g float32, b float32, a float32) *Color

NewColorWithRGBA Four-component RGBA color object.

func SetSaturation

func SetSaturation(color *Color, saturation float32) *Color

SetSaturation Return a copy of the input RGBA color with its saturation set to the specified value, alpha channel is left unmodified. See harfang.ToHLS and harfang.FromHLS.

func ToHLS

func ToHLS(color *Color) *Color

ToHLS Convert input RGBA color to hue/luminance/saturation, alpha channel is left unmodified.

func (*Color) Add

func (pointer *Color) Add(color *Color) *Color

Add ...

func (*Color) AddWithK

func (pointer *Color) AddWithK(k float32) *Color

AddWithK ...

func (*Color) Div

func (pointer *Color) Div(color *Color) *Color

Div ...

func (*Color) DivWithK

func (pointer *Color) DivWithK(k float32) *Color

DivWithK ...

func (*Color) Eq

func (pointer *Color) Eq(color *Color) bool

Eq ...

func (*Color) Free

func (pointer *Color) Free()

Free ...

func (*Color) GetA

func (pointer *Color) GetA() float32

GetA ...

func (*Color) GetB

func (pointer *Color) GetB() float32

GetB ...

func (*Color) GetBlack

func (pointer *Color) GetBlack() *Color

GetBlack ...

func (*Color) GetBlue

func (pointer *Color) GetBlue() *Color

GetBlue ...

func (*Color) GetG

func (pointer *Color) GetG() float32

GetG ...

func (*Color) GetGreen

func (pointer *Color) GetGreen() *Color

GetGreen ...

func (*Color) GetGrey

func (pointer *Color) GetGrey() *Color

GetGrey ...

func (*Color) GetOne

func (pointer *Color) GetOne() *Color

GetOne ...

func (*Color) GetOrange

func (pointer *Color) GetOrange() *Color

GetOrange ...

func (*Color) GetPurple

func (pointer *Color) GetPurple() *Color

GetPurple ...

func (*Color) GetR

func (pointer *Color) GetR() float32

GetR ...

func (*Color) GetRed

func (pointer *Color) GetRed() *Color

GetRed ...

func (*Color) GetTransparent

func (pointer *Color) GetTransparent() *Color

GetTransparent ...

func (*Color) GetWhite

func (pointer *Color) GetWhite() *Color

GetWhite ...

func (*Color) GetYellow

func (pointer *Color) GetYellow() *Color

GetYellow ...

func (*Color) GetZero

func (pointer *Color) GetZero() *Color

GetZero ...

func (*Color) InplaceAdd

func (pointer *Color) InplaceAdd(color *Color)

InplaceAdd ...

func (*Color) InplaceAddWithK

func (pointer *Color) InplaceAddWithK(k float32)

InplaceAddWithK ...

func (*Color) InplaceDiv

func (pointer *Color) InplaceDiv(color *Color)

InplaceDiv ...

func (*Color) InplaceDivWithK

func (pointer *Color) InplaceDivWithK(k float32)

InplaceDivWithK ...

func (*Color) InplaceMul

func (pointer *Color) InplaceMul(color *Color)

InplaceMul ...

func (*Color) InplaceMulWithK

func (pointer *Color) InplaceMulWithK(k float32)

InplaceMulWithK ...

func (*Color) InplaceSub

func (pointer *Color) InplaceSub(color *Color)

InplaceSub ...

func (*Color) InplaceSubWithK

func (pointer *Color) InplaceSubWithK(k float32)

InplaceSubWithK ...

func (*Color) IsNil

func (pointer *Color) IsNil() bool

IsNil ...

func (*Color) Mul

func (pointer *Color) Mul(color *Color) *Color

Mul ...

func (*Color) MulWithK

func (pointer *Color) MulWithK(k float32) *Color

MulWithK ...

func (*Color) Ne

func (pointer *Color) Ne(color *Color) bool

Ne ...

func (*Color) SetA

func (pointer *Color) SetA(v float32)

SetA ...

func (*Color) SetB

func (pointer *Color) SetB(v float32)

SetB ...

func (*Color) SetG

func (pointer *Color) SetG(v float32)

SetG ...

func (*Color) SetR

func (pointer *Color) SetR(v float32)

SetR ...

func (*Color) Sub

func (pointer *Color) Sub(color *Color) *Color

Sub ...

func (*Color) SubWithK

func (pointer *Color) SubWithK(k float32) *Color

SubWithK ...

type ColorList

type ColorList struct {
	// contains filtered or unexported fields
}

ColorList ...

func NewColorList

func NewColorList() *ColorList

NewColorList ...

func NewColorListWithSequence

func NewColorListWithSequence(sequence GoSliceOfColor) *ColorList

NewColorListWithSequence ...

func (*ColorList) At

func (pointer *ColorList) At(idx int32) *Color

At ...

func (*ColorList) Clear

func (pointer *ColorList) Clear()

Clear ...

func (*ColorList) Free

func (pointer *ColorList) Free()

Free ...

func (*ColorList) Get

func (pointer *ColorList) Get(id int) *Color

Get ...

func (*ColorList) IsNil

func (pointer *ColorList) IsNil() bool

IsNil ...

func (*ColorList) Len

func (pointer *ColorList) Len() int32

Len ...

func (*ColorList) PushBack

func (pointer *ColorList) PushBack(v *Color)

PushBack ...

func (*ColorList) Reserve

func (pointer *ColorList) Reserve(size int32)

Reserve ...

func (*ColorList) Set

func (pointer *ColorList) Set(id int, v *Color)

Set ...

func (*ColorList) Size

func (pointer *ColorList) Size() int32

Size ...

type Contact

type Contact struct {
	// contains filtered or unexported fields
}

Contact Object containing the world space position, normal and depth of a contact as reported by the collision system.

func (*Contact) Free

func (pointer *Contact) Free()

Free ...

func (*Contact) GetD

func (pointer *Contact) GetD() float32

GetD ...

func (*Contact) GetN

func (pointer *Contact) GetN() *Vec3

GetN ...

func (*Contact) GetP

func (pointer *Contact) GetP() *Vec3

GetP ...

func (*Contact) IsNil

func (pointer *Contact) IsNil() bool

IsNil ...

func (*Contact) SetD

func (pointer *Contact) SetD(v float32)

SetD ...

func (*Contact) SetN

func (pointer *Contact) SetN(v *Vec3)

SetN ...

func (*Contact) SetP

func (pointer *Contact) SetP(v *Vec3)

SetP ...

type ContactList

type ContactList struct {
	// contains filtered or unexported fields
}

ContactList ...

func GetNodePairContacts

func GetNodePairContacts(first *Node, second *Node, nodepaircontacts *NodePairContacts) *ContactList

GetNodePairContacts ...

func NewContactList

func NewContactList() *ContactList

NewContactList ...

func NewContactListWithSequence

func NewContactListWithSequence(sequence GoSliceOfContact) *ContactList

NewContactListWithSequence ...

func (*ContactList) At

func (pointer *ContactList) At(idx int32) *Contact

At ...

func (*ContactList) Clear

func (pointer *ContactList) Clear()

Clear ...

func (*ContactList) Free

func (pointer *ContactList) Free()

Free ...

func (*ContactList) Get

func (pointer *ContactList) Get(id int) *Contact

Get ...

func (*ContactList) IsNil

func (pointer *ContactList) IsNil() bool

IsNil ...

func (*ContactList) Len

func (pointer *ContactList) Len() int32

Len ...

func (*ContactList) PushBack

func (pointer *ContactList) PushBack(v *Contact)

PushBack ...

func (*ContactList) Reserve

func (pointer *ContactList) Reserve(size int32)

Reserve ...

func (*ContactList) Set

func (pointer *ContactList) Set(id int, v *Contact)

Set ...

func (*ContactList) Size

func (pointer *ContactList) Size() int32

Size ...

type Data

type Data struct {
	// contains filtered or unexported fields
}

Data ...

func NewData

func NewData() *Data

NewData ...

func (*Data) Free

func (pointer *Data) Free()

Free ...

func (*Data) GetSize

func (pointer *Data) GetSize() int32

GetSize ...

func (*Data) IsNil

func (pointer *Data) IsNil() bool

IsNil ...

func (*Data) Rewind

func (pointer *Data) Rewind()

Rewind ...

type DearImguiContext

type DearImguiContext struct {
	// contains filtered or unexported fields
}

DearImguiContext Context to render immediate GUI.

func ImGuiInitContext

func ImGuiInitContext(fontsize float32, imguiprogram *ProgramHandle, imguiimageprogram *ProgramHandle) *DearImguiContext

ImGuiInitContext Initialize an ImGui context. This function must be called once before any other ImGui function using the context. See harfang.ImGuiInit.

func (*DearImguiContext) Free

func (pointer *DearImguiContext) Free()

Free ...

func (*DearImguiContext) IsNil

func (pointer *DearImguiContext) IsNil() bool

IsNil ...

type DebugFlags

type DebugFlags uint32

DebugFlags ...

type DepthTest

type DepthTest int32

DepthTest ...

func GetMaterialDepthTest

func GetMaterialDepthTest(mat *Material) DepthTest

GetMaterialDepthTest Return a material depth test function.

type DirEntry

type DirEntry struct {
	// contains filtered or unexported fields
}

DirEntry ...

func (*DirEntry) Free

func (pointer *DirEntry) Free()

Free ...

func (*DirEntry) GetName

func (pointer *DirEntry) GetName() string

GetName ...

func (*DirEntry) GetType

func (pointer *DirEntry) GetType() int32

GetType ...

func (*DirEntry) IsNil

func (pointer *DirEntry) IsNil() bool

IsNil ...

func (*DirEntry) SetName

func (pointer *DirEntry) SetName(v string)

SetName ...

func (*DirEntry) SetType

func (pointer *DirEntry) SetType(v int32)

SetType ...

type DirEntryList

type DirEntryList struct {
	// contains filtered or unexported fields
}

DirEntryList ...

func ListDir

func ListDir(path string, typeGo DirEntryType) *DirEntryList

ListDir Get the content of a directory on the local filesystem, this function does not recurse into subfolders. See harfang.ListDirRecursive.

func ListDirRecursive

func ListDirRecursive(path string, typeGo DirEntryType) *DirEntryList

ListDirRecursive Get the content of a directory on the local filesystem, this function recurses into subfolders. See harfang.ListDir.

func NewDirEntryList

func NewDirEntryList() *DirEntryList

NewDirEntryList ...

func NewDirEntryListWithSequence

func NewDirEntryListWithSequence(sequence GoSliceOfDirEntry) *DirEntryList

NewDirEntryListWithSequence ...

func (*DirEntryList) At

func (pointer *DirEntryList) At(idx int32) *DirEntry

At ...

func (*DirEntryList) Clear

func (pointer *DirEntryList) Clear()

Clear ...

func (*DirEntryList) Free

func (pointer *DirEntryList) Free()

Free ...

func (*DirEntryList) Get

func (pointer *DirEntryList) Get(id int) *DirEntry

Get ...

func (*DirEntryList) IsNil

func (pointer *DirEntryList) IsNil() bool

IsNil ...

func (*DirEntryList) Len

func (pointer *DirEntryList) Len() int32

Len ...

func (*DirEntryList) PushBack

func (pointer *DirEntryList) PushBack(v *DirEntry)

PushBack ...

func (*DirEntryList) Reserve

func (pointer *DirEntryList) Reserve(size int32)

Reserve ...

func (*DirEntryList) Set

func (pointer *DirEntryList) Set(id int, v *DirEntry)

Set ...

func (*DirEntryList) Size

func (pointer *DirEntryList) Size() int32

Size ...

type DirEntryType

type DirEntryType int32

DirEntryType ...

type DrawTextHAlign

type DrawTextHAlign int32

DrawTextHAlign ...

type DrawTextVAlign

type DrawTextVAlign int32

DrawTextVAlign ...

type Easing

type Easing uint8

Easing ...

type Environment

type Environment struct {
	// contains filtered or unexported fields
}

Environment Environment properties of a scene, see `environment` member of the harfang.Scene class.

func (*Environment) Free

func (pointer *Environment) Free()

Free ...

func (*Environment) GetAmbient

func (pointer *Environment) GetAmbient() *Color

GetAmbient ...

func (*Environment) GetBrdfMap

func (pointer *Environment) GetBrdfMap() *TextureRef

GetBrdfMap ...

func (*Environment) GetFogColor

func (pointer *Environment) GetFogColor() *Color

GetFogColor ...

func (*Environment) GetFogFar

func (pointer *Environment) GetFogFar() float32

GetFogFar ...

func (*Environment) GetFogNear

func (pointer *Environment) GetFogNear() float32

GetFogNear ...

func (*Environment) IsNil

func (pointer *Environment) IsNil() bool

IsNil ...

func (*Environment) SetAmbient

func (pointer *Environment) SetAmbient(v *Color)

SetAmbient ...

func (*Environment) SetBrdfMap

func (pointer *Environment) SetBrdfMap(v *TextureRef)

SetBrdfMap ...

func (*Environment) SetFogColor

func (pointer *Environment) SetFogColor(v *Color)

SetFogColor ...

func (*Environment) SetFogFar

func (pointer *Environment) SetFogFar(v float32)

SetFogFar ...

func (*Environment) SetFogNear

func (pointer *Environment) SetFogNear(v float32)

SetFogNear ...

type FaceCulling

type FaceCulling int32

FaceCulling ...

func GetMaterialFaceCulling

func GetMaterialFaceCulling(mat *Material) FaceCulling

GetMaterialFaceCulling Return a material culling mode.

type File

type File struct {
	// contains filtered or unexported fields
}

File Interface to a file on the host local filesystem.

func Open

func Open(path string) *File

Open Open a file in binary mode. See harfang.OpenText, harfang.OpenWrite, harfang.OpenWriteText

func OpenTemp

func OpenTemp(templatepath string) *File

OpenTemp Return a handle to a temporary file on the local filesystem.

func OpenText

func OpenText(path string) *File

OpenText Open a file as text. Return a handle to the opened file. See harfang.Open, harfang.OpenWrite, harfang.OpenWriteText

func OpenWrite

func OpenWrite(path string) *File

OpenWrite Open a file as binary in write mode. See harfang.Open, harfang.OpenText, harfang.OpenWriteText

func OpenWriteText

func OpenWriteText(path string) *File

OpenWriteText Open a file as text in write mode. See harfang.Open, harfang.OpenText, harfang.OpenWrite

func (*File) Free

func (pointer *File) Free()

Free ...

func (*File) IsNil

func (pointer *File) IsNil() bool

IsNil ...

type FileFilter

type FileFilter struct {
	// contains filtered or unexported fields
}

FileFilter ...

func (*FileFilter) Free

func (pointer *FileFilter) Free()

Free ...

func (*FileFilter) GetName

func (pointer *FileFilter) GetName() string

GetName ...

func (*FileFilter) GetPattern

func (pointer *FileFilter) GetPattern() string

GetPattern ...

func (*FileFilter) IsNil

func (pointer *FileFilter) IsNil() bool

IsNil ...

func (*FileFilter) SetName

func (pointer *FileFilter) SetName(v string)

SetName ...

func (*FileFilter) SetPattern

func (pointer *FileFilter) SetPattern(v string)

SetPattern ...

type FileFilterList

type FileFilterList struct {
	// contains filtered or unexported fields
}

FileFilterList ...

func NewFileFilterList

func NewFileFilterList() *FileFilterList

NewFileFilterList ...

func NewFileFilterListWithSequence

func NewFileFilterListWithSequence(sequence GoSliceOfFileFilter) *FileFilterList

NewFileFilterListWithSequence ...

func (*FileFilterList) At

func (pointer *FileFilterList) At(idx int32) *FileFilter

At ...

func (*FileFilterList) Clear

func (pointer *FileFilterList) Clear()

Clear ...

func (*FileFilterList) Free

func (pointer *FileFilterList) Free()

Free ...

func (*FileFilterList) Get

func (pointer *FileFilterList) Get(id int) *FileFilter

Get ...

func (*FileFilterList) IsNil

func (pointer *FileFilterList) IsNil() bool

IsNil ...

func (*FileFilterList) Len

func (pointer *FileFilterList) Len() int32

Len ...

func (*FileFilterList) PushBack

func (pointer *FileFilterList) PushBack(v *FileFilter)

PushBack ...

func (*FileFilterList) Reserve

func (pointer *FileFilterList) Reserve(size int32)

Reserve ...

func (*FileFilterList) Set

func (pointer *FileFilterList) Set(id int, v *FileFilter)

Set ...

func (*FileFilterList) Size

func (pointer *FileFilterList) Size() int32

Size ...

type Font

type Font struct {
	// contains filtered or unexported fields
}

Font Font object for realtime rendering.

func LoadFontFromAssets

func LoadFontFromAssets(name string) *Font

LoadFontFromAssets Load a TrueType (TTF) font from the assets system. See [harfang.man.Assets].

func LoadFontFromAssetsWithSize

func LoadFontFromAssetsWithSize(name string, size float32) *Font

LoadFontFromAssetsWithSize Load a TrueType (TTF) font from the assets system. See [harfang.man.Assets].

func LoadFontFromAssetsWithSizeResolution

func LoadFontFromAssetsWithSizeResolution(name string, size float32, resolution uint16) *Font

LoadFontFromAssetsWithSizeResolution Load a TrueType (TTF) font from the assets system. See [harfang.man.Assets].

func LoadFontFromAssetsWithSizeResolutionPadding

func LoadFontFromAssetsWithSizeResolutionPadding(name string, size float32, resolution uint16, padding int32) *Font

LoadFontFromAssetsWithSizeResolutionPadding Load a TrueType (TTF) font from the assets system. See [harfang.man.Assets].

func LoadFontFromAssetsWithSizeResolutionPaddingGlyphs

func LoadFontFromAssetsWithSizeResolutionPaddingGlyphs(name string, size float32, resolution uint16, padding int32, glyphs string) *Font

LoadFontFromAssetsWithSizeResolutionPaddingGlyphs Load a TrueType (TTF) font from the assets system. See [harfang.man.Assets].

func LoadFontFromFile

func LoadFontFromFile(path string) *Font

LoadFontFromFile Load a TrueType (TTF) font from the local filesystem. See [harfang.man.Assets].

func LoadFontFromFileWithSize

func LoadFontFromFileWithSize(path string, size float32) *Font

LoadFontFromFileWithSize Load a TrueType (TTF) font from the local filesystem. See [harfang.man.Assets].

func LoadFontFromFileWithSizeResolution

func LoadFontFromFileWithSizeResolution(path string, size float32, resolution uint16) *Font

LoadFontFromFileWithSizeResolution Load a TrueType (TTF) font from the local filesystem. See [harfang.man.Assets].

func LoadFontFromFileWithSizeResolutionPadding

func LoadFontFromFileWithSizeResolutionPadding(path string, size float32, resolution uint16, padding int32) *Font

LoadFontFromFileWithSizeResolutionPadding Load a TrueType (TTF) font from the local filesystem. See [harfang.man.Assets].

func LoadFontFromFileWithSizeResolutionPaddingGlyphs

func LoadFontFromFileWithSizeResolutionPaddingGlyphs(path string, size float32, resolution uint16, padding int32, glyphs string) *Font

LoadFontFromFileWithSizeResolutionPaddingGlyphs Load a TrueType (TTF) font from the local filesystem. See [harfang.man.Assets].

func (*Font) Free

func (pointer *Font) Free()

Free ...

func (*Font) IsNil

func (pointer *Font) IsNil() bool

IsNil ...

type ForwardPipeline

type ForwardPipeline struct {
	// contains filtered or unexported fields
}

ForwardPipeline Rendering pipeline implementing a forward rendering strategy. The main characteristics of this pipeline are: - Render in two passes: opaque display lists then transparent ones. - Fixed 8 light slots supporting 1 linear light with PSSM shadow mapping, 1 spot with shadow mapping and up to 6 point lights with no shadow mapping.

func CastPipelineToForwardPipeline

func CastPipelineToForwardPipeline(o *Pipeline) *ForwardPipeline

CastPipelineToForwardPipeline ...

func CreateForwardPipeline

func CreateForwardPipeline() *ForwardPipeline

CreateForwardPipeline Create a forward pipeline and its resources. See harfang.DestroyForwardPipeline.

func CreateForwardPipelineWithShadowMapResolution

func CreateForwardPipelineWithShadowMapResolution(shadowmapresolution int32) *ForwardPipeline

CreateForwardPipelineWithShadowMapResolution Create a forward pipeline and its resources. See harfang.DestroyForwardPipeline.

func CreateForwardPipelineWithShadowMapResolutionSpot16bitShadowMap

func CreateForwardPipelineWithShadowMapResolutionSpot16bitShadowMap(shadowmapresolution int32, spot16bitshadowmap bool) *ForwardPipeline

CreateForwardPipelineWithShadowMapResolutionSpot16bitShadowMap Create a forward pipeline and its resources. See harfang.DestroyForwardPipeline.

func (*ForwardPipeline) Free

func (pointer *ForwardPipeline) Free()

Free ...

func (*ForwardPipeline) IsNil

func (pointer *ForwardPipeline) IsNil() bool

IsNil ...

type ForwardPipelineAAA

type ForwardPipelineAAA struct {
	// contains filtered or unexported fields
}

ForwardPipelineAAA ...

func CreateForwardPipelineAAAFromAssets

func CreateForwardPipelineAAAFromAssets(path string, config *ForwardPipelineAAAConfig) *ForwardPipelineAAA

CreateForwardPipelineAAAFromAssets ...

func CreateForwardPipelineAAAFromAssetsWithSsgiRatio

func CreateForwardPipelineAAAFromAssetsWithSsgiRatio(path string, config *ForwardPipelineAAAConfig, ssgiratio BackbufferRatio) *ForwardPipelineAAA

CreateForwardPipelineAAAFromAssetsWithSsgiRatio ...

func CreateForwardPipelineAAAFromAssetsWithSsgiRatioSsrRatio

func CreateForwardPipelineAAAFromAssetsWithSsgiRatioSsrRatio(path string, config *ForwardPipelineAAAConfig, ssgiratio BackbufferRatio, ssrratio BackbufferRatio) *ForwardPipelineAAA

CreateForwardPipelineAAAFromAssetsWithSsgiRatioSsrRatio ...

func CreateForwardPipelineAAAFromFile

func CreateForwardPipelineAAAFromFile(path string, config *ForwardPipelineAAAConfig) *ForwardPipelineAAA

CreateForwardPipelineAAAFromFile ...

func CreateForwardPipelineAAAFromFileWithSsgiRatio

func CreateForwardPipelineAAAFromFileWithSsgiRatio(path string, config *ForwardPipelineAAAConfig, ssgiratio BackbufferRatio) *ForwardPipelineAAA

CreateForwardPipelineAAAFromFileWithSsgiRatio ...

func CreateForwardPipelineAAAFromFileWithSsgiRatioSsrRatio

func CreateForwardPipelineAAAFromFileWithSsgiRatioSsrRatio(path string, config *ForwardPipelineAAAConfig, ssgiratio BackbufferRatio, ssrratio BackbufferRatio) *ForwardPipelineAAA

CreateForwardPipelineAAAFromFileWithSsgiRatioSsrRatio ...

func (*ForwardPipelineAAA) Flip

func (pointer *ForwardPipelineAAA) Flip(viewstate *ViewState)

Flip ...

func (*ForwardPipelineAAA) Free

func (pointer *ForwardPipelineAAA) Free()

Free ...

func (*ForwardPipelineAAA) IsNil

func (pointer *ForwardPipelineAAA) IsNil() bool

IsNil ...

type ForwardPipelineAAAConfig

type ForwardPipelineAAAConfig struct {
	// contains filtered or unexported fields
}

ForwardPipelineAAAConfig ...

func NewForwardPipelineAAAConfig

func NewForwardPipelineAAAConfig() *ForwardPipelineAAAConfig

NewForwardPipelineAAAConfig ...

func (*ForwardPipelineAAAConfig) Free

func (pointer *ForwardPipelineAAAConfig) Free()

Free ...

func (*ForwardPipelineAAAConfig) GetBloomBias

func (pointer *ForwardPipelineAAAConfig) GetBloomBias() float32

GetBloomBias ...

func (*ForwardPipelineAAAConfig) GetBloomIntensity

func (pointer *ForwardPipelineAAAConfig) GetBloomIntensity() float32

GetBloomIntensity ...

func (*ForwardPipelineAAAConfig) GetBloomThreshold

func (pointer *ForwardPipelineAAAConfig) GetBloomThreshold() float32

GetBloomThreshold ...

func (*ForwardPipelineAAAConfig) GetExposure

func (pointer *ForwardPipelineAAAConfig) GetExposure() float32

GetExposure ...

func (*ForwardPipelineAAAConfig) GetGamma

func (pointer *ForwardPipelineAAAConfig) GetGamma() float32

GetGamma ...

func (*ForwardPipelineAAAConfig) GetMaxDistance

func (pointer *ForwardPipelineAAAConfig) GetMaxDistance() float32

GetMaxDistance ...

func (*ForwardPipelineAAAConfig) GetMotionBlur

func (pointer *ForwardPipelineAAAConfig) GetMotionBlur() float32

GetMotionBlur ...

func (*ForwardPipelineAAAConfig) GetSampleCount

func (pointer *ForwardPipelineAAAConfig) GetSampleCount() int32

GetSampleCount ...

func (*ForwardPipelineAAAConfig) GetTemporalAaWeight

func (pointer *ForwardPipelineAAAConfig) GetTemporalAaWeight() float32

GetTemporalAaWeight ...

func (*ForwardPipelineAAAConfig) GetZThickness

func (pointer *ForwardPipelineAAAConfig) GetZThickness() float32

GetZThickness ...

func (*ForwardPipelineAAAConfig) IsNil

func (pointer *ForwardPipelineAAAConfig) IsNil() bool

IsNil ...

func (*ForwardPipelineAAAConfig) SetBloomBias

func (pointer *ForwardPipelineAAAConfig) SetBloomBias(v float32)

SetBloomBias ...

func (*ForwardPipelineAAAConfig) SetBloomIntensity

func (pointer *ForwardPipelineAAAConfig) SetBloomIntensity(v float32)

SetBloomIntensity ...

func (*ForwardPipelineAAAConfig) SetBloomThreshold

func (pointer *ForwardPipelineAAAConfig) SetBloomThreshold(v float32)

SetBloomThreshold ...

func (*ForwardPipelineAAAConfig) SetExposure

func (pointer *ForwardPipelineAAAConfig) SetExposure(v float32)

SetExposure ...

func (*ForwardPipelineAAAConfig) SetGamma

func (pointer *ForwardPipelineAAAConfig) SetGamma(v float32)

SetGamma ...

func (*ForwardPipelineAAAConfig) SetMaxDistance

func (pointer *ForwardPipelineAAAConfig) SetMaxDistance(v float32)

SetMaxDistance ...

func (*ForwardPipelineAAAConfig) SetMotionBlur

func (pointer *ForwardPipelineAAAConfig) SetMotionBlur(v float32)

SetMotionBlur ...

func (*ForwardPipelineAAAConfig) SetSampleCount

func (pointer *ForwardPipelineAAAConfig) SetSampleCount(v int32)

SetSampleCount ...

func (*ForwardPipelineAAAConfig) SetTemporalAaWeight

func (pointer *ForwardPipelineAAAConfig) SetTemporalAaWeight(v float32)

SetTemporalAaWeight ...

func (*ForwardPipelineAAAConfig) SetZThickness

func (pointer *ForwardPipelineAAAConfig) SetZThickness(v float32)

SetZThickness ...

type ForwardPipelineAAADebugBuffer

type ForwardPipelineAAADebugBuffer int32

ForwardPipelineAAADebugBuffer ...

type ForwardPipelineFog

type ForwardPipelineFog struct {
	// contains filtered or unexported fields
}

ForwardPipelineFog Fog properties for the forward pipeline.

func GetSceneForwardPipelineFog

func GetSceneForwardPipelineFog(scene *Scene) *ForwardPipelineFog

GetSceneForwardPipelineFog ...

func NewForwardPipelineFog

func NewForwardPipelineFog() *ForwardPipelineFog

NewForwardPipelineFog Fog properties for the forward pipeline.

func (*ForwardPipelineFog) Free

func (pointer *ForwardPipelineFog) Free()

Free ...

func (*ForwardPipelineFog) GetColor

func (pointer *ForwardPipelineFog) GetColor() *Color

GetColor ...

func (*ForwardPipelineFog) GetFar

func (pointer *ForwardPipelineFog) GetFar() float32

GetFar ...

func (*ForwardPipelineFog) GetNear

func (pointer *ForwardPipelineFog) GetNear() float32

GetNear ...

func (*ForwardPipelineFog) IsNil

func (pointer *ForwardPipelineFog) IsNil() bool

IsNil ...

func (*ForwardPipelineFog) SetColor

func (pointer *ForwardPipelineFog) SetColor(v *Color)

SetColor ...

func (*ForwardPipelineFog) SetFar

func (pointer *ForwardPipelineFog) SetFar(v float32)

SetFar ...

func (*ForwardPipelineFog) SetNear

func (pointer *ForwardPipelineFog) SetNear(v float32)

SetNear ...

type ForwardPipelineLight

type ForwardPipelineLight struct {
	// contains filtered or unexported fields
}

ForwardPipelineLight Single light for the forward pipeline. The complete lighting rig is passed as a harfang.ForwardPipelineLights, see harfang.PrepareForwardPipelineLights.

func MakeForwardPipelineLinearLight

func MakeForwardPipelineLinearLight(world *Mat4, diffuse *Color, specular *Color) *ForwardPipelineLight

MakeForwardPipelineLinearLight Create a forward pipeline linear light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineLinearLightWithPssmSplit

func MakeForwardPipelineLinearLightWithPssmSplit(world *Mat4, diffuse *Color, specular *Color, pssmsplit *Vec4) *ForwardPipelineLight

MakeForwardPipelineLinearLightWithPssmSplit Create a forward pipeline linear light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineLinearLightWithPssmSplitPriority

func MakeForwardPipelineLinearLightWithPssmSplitPriority(world *Mat4, diffuse *Color, specular *Color, pssmsplit *Vec4, priority float32) *ForwardPipelineLight

MakeForwardPipelineLinearLightWithPssmSplitPriority Create a forward pipeline linear light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineLinearLightWithPssmSplitPriorityShadowType

func MakeForwardPipelineLinearLightWithPssmSplitPriorityShadowType(world *Mat4, diffuse *Color, specular *Color, pssmsplit *Vec4, priority float32, shadowtype ForwardPipelineShadowType) *ForwardPipelineLight

MakeForwardPipelineLinearLightWithPssmSplitPriorityShadowType Create a forward pipeline linear light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineLinearLightWithPssmSplitPriorityShadowTypeShadowBias

func MakeForwardPipelineLinearLightWithPssmSplitPriorityShadowTypeShadowBias(world *Mat4, diffuse *Color, specular *Color, pssmsplit *Vec4, priority float32, shadowtype ForwardPipelineShadowType, shadowbias float32) *ForwardPipelineLight

MakeForwardPipelineLinearLightWithPssmSplitPriorityShadowTypeShadowBias Create a forward pipeline linear light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelinePointLight

func MakeForwardPipelinePointLight(world *Mat4, diffuse *Color, specular *Color) *ForwardPipelineLight

MakeForwardPipelinePointLight Create a forward pipeline point light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelinePointLightWithRadius

func MakeForwardPipelinePointLightWithRadius(world *Mat4, diffuse *Color, specular *Color, radius float32) *ForwardPipelineLight

MakeForwardPipelinePointLightWithRadius Create a forward pipeline point light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelinePointLightWithRadiusPriority

func MakeForwardPipelinePointLightWithRadiusPriority(world *Mat4, diffuse *Color, specular *Color, radius float32, priority float32) *ForwardPipelineLight

MakeForwardPipelinePointLightWithRadiusPriority Create a forward pipeline point light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelinePointLightWithRadiusPriorityShadowType

func MakeForwardPipelinePointLightWithRadiusPriorityShadowType(world *Mat4, diffuse *Color, specular *Color, radius float32, priority float32, shadowtype ForwardPipelineShadowType) *ForwardPipelineLight

MakeForwardPipelinePointLightWithRadiusPriorityShadowType Create a forward pipeline point light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelinePointLightWithRadiusPriorityShadowTypeShadowBias

func MakeForwardPipelinePointLightWithRadiusPriorityShadowTypeShadowBias(world *Mat4, diffuse *Color, specular *Color, radius float32, priority float32, shadowtype ForwardPipelineShadowType, shadowbias float32) *ForwardPipelineLight

MakeForwardPipelinePointLightWithRadiusPriorityShadowTypeShadowBias Create a forward pipeline point light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineSpotLight

func MakeForwardPipelineSpotLight(world *Mat4, diffuse *Color, specular *Color) *ForwardPipelineLight

MakeForwardPipelineSpotLight Create a forward pipeline spot light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineSpotLightWithRadius

func MakeForwardPipelineSpotLightWithRadius(world *Mat4, diffuse *Color, specular *Color, radius float32) *ForwardPipelineLight

MakeForwardPipelineSpotLightWithRadius Create a forward pipeline spot light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineSpotLightWithRadiusInnerAngle

func MakeForwardPipelineSpotLightWithRadiusInnerAngle(world *Mat4, diffuse *Color, specular *Color, radius float32, innerangle float32) *ForwardPipelineLight

MakeForwardPipelineSpotLightWithRadiusInnerAngle Create a forward pipeline spot light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAngle

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAngle(world *Mat4, diffuse *Color, specular *Color, radius float32, innerangle float32, outerangle float32) *ForwardPipelineLight

MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAngle Create a forward pipeline spot light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriority

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriority(world *Mat4, diffuse *Color, specular *Color, radius float32, innerangle float32, outerangle float32, priority float32) *ForwardPipelineLight

MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriority Create a forward pipeline spot light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriorityShadowType

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriorityShadowType(world *Mat4, diffuse *Color, specular *Color, radius float32, innerangle float32, outerangle float32, priority float32, shadowtype ForwardPipelineShadowType) *ForwardPipelineLight

MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriorityShadowType Create a forward pipeline spot light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriorityShadowTypeShadowBias

func MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriorityShadowTypeShadowBias(world *Mat4, diffuse *Color, specular *Color, radius float32, innerangle float32, outerangle float32, priority float32, shadowtype ForwardPipelineShadowType, shadowbias float32) *ForwardPipelineLight

MakeForwardPipelineSpotLightWithRadiusInnerAngleOuterAnglePriorityShadowTypeShadowBias Create a forward pipeline spot light. See harfang.ForwardPipelineLights, harfang.PrepareForwardPipelineLights and harfang.SubmitModelToForwardPipeline.

func NewForwardPipelineLight

func NewForwardPipelineLight() *ForwardPipelineLight

NewForwardPipelineLight Single light for the forward pipeline. The complete lighting rig is passed as a harfang.ForwardPipelineLights, see harfang.PrepareForwardPipelineLights.

func (*ForwardPipelineLight) Free

func (pointer *ForwardPipelineLight) Free()

Free ...

func (*ForwardPipelineLight) GetDiffuse

func (pointer *ForwardPipelineLight) GetDiffuse() *Color

GetDiffuse ...

func (*ForwardPipelineLight) GetInnerAngle

func (pointer *ForwardPipelineLight) GetInnerAngle() float32

GetInnerAngle ...

func (*ForwardPipelineLight) GetOuterAngle

func (pointer *ForwardPipelineLight) GetOuterAngle() float32

GetOuterAngle ...

func (*ForwardPipelineLight) GetPriority

func (pointer *ForwardPipelineLight) GetPriority() float32

GetPriority ...

func (*ForwardPipelineLight) GetPssmSplit

func (pointer *ForwardPipelineLight) GetPssmSplit() *Vec4

GetPssmSplit ...

func (*ForwardPipelineLight) GetRadius

func (pointer *ForwardPipelineLight) GetRadius() float32

GetRadius ...

func (*ForwardPipelineLight) GetSpecular

func (pointer *ForwardPipelineLight) GetSpecular() *Color

GetSpecular ...

func (*ForwardPipelineLight) GetType

GetType ...

func (*ForwardPipelineLight) GetWorld

func (pointer *ForwardPipelineLight) GetWorld() *Mat4

GetWorld ...

func (*ForwardPipelineLight) IsNil

func (pointer *ForwardPipelineLight) IsNil() bool

IsNil ...

func (*ForwardPipelineLight) SetDiffuse

func (pointer *ForwardPipelineLight) SetDiffuse(v *Color)

SetDiffuse ...

func (*ForwardPipelineLight) SetInnerAngle

func (pointer *ForwardPipelineLight) SetInnerAngle(v float32)

SetInnerAngle ...

func (*ForwardPipelineLight) SetOuterAngle

func (pointer *ForwardPipelineLight) SetOuterAngle(v float32)

SetOuterAngle ...

func (*ForwardPipelineLight) SetPriority

func (pointer *ForwardPipelineLight) SetPriority(v float32)

SetPriority ...

func (*ForwardPipelineLight) SetPssmSplit

func (pointer *ForwardPipelineLight) SetPssmSplit(v *Vec4)

SetPssmSplit ...

func (*ForwardPipelineLight) SetRadius

func (pointer *ForwardPipelineLight) SetRadius(v float32)

SetRadius ...

func (*ForwardPipelineLight) SetSpecular

func (pointer *ForwardPipelineLight) SetSpecular(v *Color)

SetSpecular ...

func (*ForwardPipelineLight) SetType

func (pointer *ForwardPipelineLight) SetType(v ForwardPipelineLightType)

SetType ...

func (*ForwardPipelineLight) SetWorld

func (pointer *ForwardPipelineLight) SetWorld(v *Mat4)

SetWorld ...

type ForwardPipelineLightList

type ForwardPipelineLightList struct {
	// contains filtered or unexported fields
}

ForwardPipelineLightList ...

func GetSceneForwardPipelineLights

func GetSceneForwardPipelineLights(scene *Scene) *ForwardPipelineLightList

GetSceneForwardPipelineLights Filter through the scene lights and return a list of pipeline lights to be used by the scene forward pipeline.

func NewForwardPipelineLightList

func NewForwardPipelineLightList() *ForwardPipelineLightList

NewForwardPipelineLightList ...

func NewForwardPipelineLightListWithSequence

func NewForwardPipelineLightListWithSequence(sequence GoSliceOfForwardPipelineLight) *ForwardPipelineLightList

NewForwardPipelineLightListWithSequence ...

func (*ForwardPipelineLightList) At

At ...

func (*ForwardPipelineLightList) Clear

func (pointer *ForwardPipelineLightList) Clear()

Clear ...

func (*ForwardPipelineLightList) Free

func (pointer *ForwardPipelineLightList) Free()

Free ...

func (*ForwardPipelineLightList) Get

Get ...

func (*ForwardPipelineLightList) IsNil

func (pointer *ForwardPipelineLightList) IsNil() bool

IsNil ...

func (*ForwardPipelineLightList) Len

func (pointer *ForwardPipelineLightList) Len() int32

Len ...

func (*ForwardPipelineLightList) PushBack

func (pointer *ForwardPipelineLightList) PushBack(v *ForwardPipelineLight)

PushBack ...

func (*ForwardPipelineLightList) Reserve

func (pointer *ForwardPipelineLightList) Reserve(size int32)

Reserve ...

func (*ForwardPipelineLightList) Set

func (pointer *ForwardPipelineLightList) Set(id int, v *ForwardPipelineLight)

Set ...

func (*ForwardPipelineLightList) Size

func (pointer *ForwardPipelineLightList) Size() int32

Size ...

type ForwardPipelineLightType

type ForwardPipelineLightType int32

ForwardPipelineLightType ...

type ForwardPipelineLights

type ForwardPipelineLights struct {
	// contains filtered or unexported fields
}

ForwardPipelineLights ...

func PrepareForwardPipelineLights

func PrepareForwardPipelineLights(lights *ForwardPipelineLightList) *ForwardPipelineLights

PrepareForwardPipelineLights Prepare a list of forward pipeline lights into a structure ready for submitting to the forward pipeline. Lights are sorted by priority/type and the most important lights are assigned to available lighting slot of the forward pipeline. See harfang.SubmitModelToForwardPipeline.

func PrepareForwardPipelineLightsWithSliceOfLights

func PrepareForwardPipelineLightsWithSliceOfLights(SliceOflights GoSliceOfForwardPipelineLight) *ForwardPipelineLights

PrepareForwardPipelineLightsWithSliceOfLights Prepare a list of forward pipeline lights into a structure ready for submitting to the forward pipeline. Lights are sorted by priority/type and the most important lights are assigned to available lighting slot of the forward pipeline. See harfang.SubmitModelToForwardPipeline.

func (*ForwardPipelineLights) Free

func (pointer *ForwardPipelineLights) Free()

Free ...

func (*ForwardPipelineLights) IsNil

func (pointer *ForwardPipelineLights) IsNil() bool

IsNil ...

type ForwardPipelineShadowType

type ForwardPipelineShadowType int32

ForwardPipelineShadowType ...

type FrameBuffer

type FrameBuffer struct {
	// contains filtered or unexported fields
}

FrameBuffer ...

func CreateFrameBuffer

func CreateFrameBuffer(color *Texture, depth *Texture, name string) *FrameBuffer

CreateFrameBuffer Create a framebuffer and its texture attachments. See harfang.DestroyFrameBuffer.

func CreateFrameBufferWithColorFormatDepthFormatAaName

func CreateFrameBufferWithColorFormatDepthFormatAaName(colorformat TextureFormat, depthformat TextureFormat, aa int32, name string) *FrameBuffer

CreateFrameBufferWithColorFormatDepthFormatAaName Create a framebuffer and its texture attachments. See harfang.DestroyFrameBuffer.

func CreateFrameBufferWithWidthHeightColorFormatDepthFormatAaName

func CreateFrameBufferWithWidthHeightColorFormatDepthFormatAaName(width int32, height int32, colorformat TextureFormat, depthformat TextureFormat, aa int32, name string) *FrameBuffer

CreateFrameBufferWithWidthHeightColorFormatDepthFormatAaName Create a framebuffer and its texture attachments. See harfang.DestroyFrameBuffer.

func (*FrameBuffer) Free

func (pointer *FrameBuffer) Free()

Free ...

func (*FrameBuffer) GetHandle

func (pointer *FrameBuffer) GetHandle() *FrameBufferHandle

GetHandle ...

func (*FrameBuffer) IsNil

func (pointer *FrameBuffer) IsNil() bool

IsNil ...

func (*FrameBuffer) SetHandle

func (pointer *FrameBuffer) SetHandle(v *FrameBufferHandle)

SetHandle ...

type FrameBufferHandle

type FrameBufferHandle struct {
	// contains filtered or unexported fields
}

FrameBufferHandle ...

func (*FrameBufferHandle) Free

func (pointer *FrameBufferHandle) Free()

Free ...

func (*FrameBufferHandle) IsNil

func (pointer *FrameBufferHandle) IsNil() bool

IsNil ...

type Frustum

type Frustum struct {
	// contains filtered or unexported fields
}

Frustum A view frustum, perspective or orthographic, holding the necessary information to perform culling queries. It can be used to test wether a volume is inside or outside the frustum it represents.

func MakeFrustum

func MakeFrustum(projection *Mat44) *Frustum

MakeFrustum Create a projection frustum. This object can then be used to perform culling using harfang.TestVisibility. ```python # Compute a perspective matrix proj = hg.ComputePerspectiveProjectionMatrix(0.1, 1000, hg.FovToZoomFactor(math.pi/4), 1280/720) # Make a frustum from this projection matrix frustum = hg.MakeFrustum(proj) ```

func MakeFrustumWithMtx

func MakeFrustumWithMtx(projection *Mat44, mtx *Mat4) *Frustum

MakeFrustumWithMtx Create a projection frustum. This object can then be used to perform culling using harfang.TestVisibility. ```python # Compute a perspective matrix proj = hg.ComputePerspectiveProjectionMatrix(0.1, 1000, hg.FovToZoomFactor(math.pi/4), 1280/720) # Make a frustum from this projection matrix frustum = hg.MakeFrustum(proj) ```

func TransformFrustum

func TransformFrustum(frustum *Frustum, mtx *Mat4) *Frustum

TransformFrustum Return the input frustum transformed by the provided world matrix.

func (*Frustum) Free

func (pointer *Frustum) Free()

Free ...

func (*Frustum) GetBottom

func (pointer *Frustum) GetBottom() *Vec4

GetBottom ...

func (*Frustum) GetFar

func (pointer *Frustum) GetFar() *Vec4

GetFar ...

func (*Frustum) GetLeft

func (pointer *Frustum) GetLeft() *Vec4

GetLeft ...

func (*Frustum) GetNear

func (pointer *Frustum) GetNear() *Vec4

GetNear ...

func (*Frustum) GetRight

func (pointer *Frustum) GetRight() *Vec4

GetRight ...

func (*Frustum) GetTop

func (pointer *Frustum) GetTop() *Vec4

GetTop ...

func (*Frustum) IsNil

func (pointer *Frustum) IsNil() bool

IsNil ...

func (*Frustum) SetBottom

func (pointer *Frustum) SetBottom(plane *Vec4)

SetBottom ...

func (*Frustum) SetFar

func (pointer *Frustum) SetFar(plane *Vec4)

SetFar ...

func (*Frustum) SetLeft

func (pointer *Frustum) SetLeft(plane *Vec4)

SetLeft ...

func (*Frustum) SetNear

func (pointer *Frustum) SetNear(plane *Vec4)

SetNear ...

func (*Frustum) SetRight

func (pointer *Frustum) SetRight(plane *Vec4)

SetRight ...

func (*Frustum) SetTop

func (pointer *Frustum) SetTop(plane *Vec4)

SetTop ...

type Gamepad

type Gamepad struct {
	// contains filtered or unexported fields
}

Gamepad Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetGamepadNames to query for available gamepad devices.

func NewGamepad

func NewGamepad() *Gamepad

NewGamepad Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetGamepadNames to query for available gamepad devices.

func NewGamepadWithName

func NewGamepadWithName(name string) *Gamepad

NewGamepadWithName Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetGamepadNames to query for available gamepad devices.

func (*Gamepad) Axes

func (pointer *Gamepad) Axes(axis GamepadAxes) float32

Axes Return the value of a gamepad axis.

func (*Gamepad) Connected

func (pointer *Gamepad) Connected() bool

Connected Gamepad was connected since the last update.

func (*Gamepad) Disconnected

func (pointer *Gamepad) Disconnected() bool

Disconnected Gamepad was disconnected since the last update.

func (*Gamepad) Down

func (pointer *Gamepad) Down(btn GamepadButton) bool

Down ...

func (*Gamepad) DtAxes

func (pointer *Gamepad) DtAxes(axis GamepadAxes) float32

DtAxes ...

func (*Gamepad) Free

func (pointer *Gamepad) Free()

Free ...

func (*Gamepad) IsConnected

func (pointer *Gamepad) IsConnected() bool

IsConnected Gamepad is currently connected.

func (*Gamepad) IsNil

func (pointer *Gamepad) IsNil() bool

IsNil ...

func (*Gamepad) Pressed

func (pointer *Gamepad) Pressed(btn GamepadButton) bool

Pressed ...

func (*Gamepad) Released

func (pointer *Gamepad) Released(btn GamepadButton) bool

Released ...

func (*Gamepad) Update

func (pointer *Gamepad) Update()

Update ...

type GamepadAxes

type GamepadAxes int32

GamepadAxes ...

type GamepadButton

type GamepadButton int32

GamepadButton ...

type GamepadState

type GamepadState struct {
	// contains filtered or unexported fields
}

GamepadState ...

func ReadGamepad

func ReadGamepad() *GamepadState

ReadGamepad Read the current state of a named gamepad. If no name is passed, `default` is implied. See harfang.GetGamepadNames.

func ReadGamepadWithName

func ReadGamepadWithName(name string) *GamepadState

ReadGamepadWithName Read the current state of a named gamepad. If no name is passed, `default` is implied. See harfang.GetGamepadNames.

func (*GamepadState) Axes

func (pointer *GamepadState) Axes(idx GamepadAxes) float32

Axes ...

func (*GamepadState) Button

func (pointer *GamepadState) Button(btn GamepadButton) bool

Button ...

func (*GamepadState) Free

func (pointer *GamepadState) Free()

Free ...

func (*GamepadState) IsConnected

func (pointer *GamepadState) IsConnected() bool

IsConnected ...

func (*GamepadState) IsNil

func (pointer *GamepadState) IsNil() bool

IsNil ...

type Geometry

type Geometry struct {
	// contains filtered or unexported fields
}

Geometry Base geometry object. Before a geometry can be displayed, it must be converted to harfang.Model by the asset compiler (see [harfang.man.AssetCompiler]). To programmatically create a geometry use harfang.GeometryBuilder.

func (*Geometry) Free

func (pointer *Geometry) Free()

Free ...

func (*Geometry) IsNil

func (pointer *Geometry) IsNil() bool

IsNil ...

type GeometryBuilder

type GeometryBuilder struct {
	// contains filtered or unexported fields
}

GeometryBuilder Use the geometry builder to programmatically create geometries. No optimization are performed by the geometry builder on the input data. To programmatically build a geometry for immediate display see harfang.ModelBuilder to directly build models.

func NewGeometryBuilder

func NewGeometryBuilder() *GeometryBuilder

NewGeometryBuilder Use the geometry builder to programmatically create geometries. No optimization are performed by the geometry builder on the input data. To programmatically build a geometry for immediate display see harfang.ModelBuilder to directly build models.

func (*GeometryBuilder) AddPolygon

func (pointer *GeometryBuilder) AddPolygon(idxs *Uint32TList, material uint16)

AddPolygon ...

func (*GeometryBuilder) AddPolygonWithSliceOfIdxs

func (pointer *GeometryBuilder) AddPolygonWithSliceOfIdxs(SliceOfidxs GoSliceOfuint32T, material uint16)

AddPolygonWithSliceOfIdxs ...

func (*GeometryBuilder) AddQuad

func (pointer *GeometryBuilder) AddQuad(a uint32, b uint32, c uint32, d uint32, material uint32)

AddQuad ...

func (*GeometryBuilder) AddTriangle

func (pointer *GeometryBuilder) AddTriangle(a uint32, b uint32, c uint32, material uint32)

AddTriangle ...

func (*GeometryBuilder) AddVertex

func (pointer *GeometryBuilder) AddVertex(vtx *Vertex)

AddVertex ...

func (*GeometryBuilder) Clear

func (pointer *GeometryBuilder) Clear()

Clear ...

func (*GeometryBuilder) Free

func (pointer *GeometryBuilder) Free()

Free ...

func (*GeometryBuilder) IsNil

func (pointer *GeometryBuilder) IsNil() bool

IsNil ...

func (*GeometryBuilder) Make

func (pointer *GeometryBuilder) Make() *Geometry

Make ...

type GoSliceOfColor

type GoSliceOfColor []*Color

GoSliceOfColor ...

type GoSliceOfContact

type GoSliceOfContact []*Contact

GoSliceOfContact ...

type GoSliceOfDirEntry

type GoSliceOfDirEntry []*DirEntry

GoSliceOfDirEntry ...

type GoSliceOfFileFilter

type GoSliceOfFileFilter []*FileFilter

GoSliceOfFileFilter ...

type GoSliceOfForwardPipelineLight

type GoSliceOfForwardPipelineLight []*ForwardPipelineLight

GoSliceOfForwardPipelineLight ...

type GoSliceOfLuaObject

type GoSliceOfLuaObject []*LuaObject

GoSliceOfLuaObject ...

type GoSliceOfMat4

type GoSliceOfMat4 []*Mat4

GoSliceOfMat4 ...

type GoSliceOfMaterial

type GoSliceOfMaterial []*Material

GoSliceOfMaterial ...

type GoSliceOfMonitor

type GoSliceOfMonitor []*Monitor

GoSliceOfMonitor ...

type GoSliceOfMonitorMode

type GoSliceOfMonitorMode []*MonitorMode

GoSliceOfMonitorMode ...

type GoSliceOfNode

type GoSliceOfNode []*Node

GoSliceOfNode ...

type GoSliceOfRaycastOut

type GoSliceOfRaycastOut []*RaycastOut

GoSliceOfRaycastOut ...

type GoSliceOfSceneAnimRef

type GoSliceOfSceneAnimRef []*SceneAnimRef

GoSliceOfSceneAnimRef ...

type GoSliceOfScenePlayAnimRef

type GoSliceOfScenePlayAnimRef []*ScenePlayAnimRef

GoSliceOfScenePlayAnimRef ...

type GoSliceOfScript

type GoSliceOfScript []*Script

GoSliceOfScript ...

type GoSliceOfUniformSetTexture

type GoSliceOfUniformSetTexture []*UniformSetTexture

GoSliceOfUniformSetTexture ...

type GoSliceOfUniformSetValue

type GoSliceOfUniformSetValue []*UniformSetValue

GoSliceOfUniformSetValue ...

type GoSliceOfVec2

type GoSliceOfVec2 []*Vec2

GoSliceOfVec2 ...

type GoSliceOfVec3

type GoSliceOfVec3 []*Vec3

GoSliceOfVec3 ...

type GoSliceOfVec4

type GoSliceOfVec4 []*Vec4

GoSliceOfVec4 ...

type GoSliceOfiVec2

type GoSliceOfiVec2 []*IVec2

GoSliceOfiVec2 ...

type GoSliceOfstring

type GoSliceOfstring []string

GoSliceOfstring ...

type GoSliceOfuint16T

type GoSliceOfuint16T []uint16

GoSliceOfuint16T ...

type GoSliceOfuint32T

type GoSliceOfuint32T []uint32

GoSliceOfuint32T ...

type IVec2

type IVec2 struct {
	// contains filtered or unexported fields
}

IVec2 2-dimensional integer vector.

func GetMonitorSizeMM

func GetMonitorSizeMM(monitor *Monitor) *IVec2

GetMonitorSizeMM Returns the size, in millimetres, of the display area of the specified monitor.

func GetSizeWithIntRectRect

func GetSizeWithIntRectRect(rect *IntRect) *IVec2

GetSizeWithIntRectRect Return the size in bytes of a local file.

func GetWindowPos

func GetWindowPos(window *Window) *IVec2

GetWindowPos Return a window position on screen.

func IVec2GetOne

func IVec2GetOne() *IVec2

IVec2GetOne ...

func IVec2GetZero

func IVec2GetZero() *IVec2

IVec2GetZero ...

func MaxWithAB

func MaxWithAB(a *IVec2, b *IVec2) *IVec2

MaxWithAB Return a vector whose elements are the maximum of each of the two specified vectors.

func MinWithAB

func MinWithAB(a *IVec2, b *IVec2) *IVec2

MinWithAB Return a vector whose elements are the minimum of each of the two specified vectors.

func NewIVec2

func NewIVec2() *IVec2

NewIVec2 2-dimensional integer vector.

func NewIVec2WithV

func NewIVec2WithV(v *IVec2) *IVec2

NewIVec2WithV 2-dimensional integer vector.

func NewIVec2WithVec3V

func NewIVec2WithVec3V(v *Vec3) *IVec2

NewIVec2WithVec3V 2-dimensional integer vector.

func NewIVec2WithVec4V

func NewIVec2WithVec4V(v *Vec4) *IVec2

NewIVec2WithVec4V 2-dimensional integer vector.

func NewIVec2WithXY

func NewIVec2WithXY(x int32, y int32) *IVec2

NewIVec2WithXY 2-dimensional integer vector.

func NormalizeWithV

func NormalizeWithV(v *IVec2) *IVec2

NormalizeWithV Return the input vector scaled so that its length is one.

func OpenVRGetFrameBufferSize

func OpenVRGetFrameBufferSize() *IVec2

OpenVRGetFrameBufferSize ...

func ReverseWithA

func ReverseWithA(a *IVec2) *IVec2

ReverseWithA Return the provided vector pointing in the opposite direction.

func (*IVec2) Add

func (pointer *IVec2) Add(v *IVec2) *IVec2

Add ...

func (*IVec2) AddWithK

func (pointer *IVec2) AddWithK(k int32) *IVec2

AddWithK ...

func (*IVec2) Div

func (pointer *IVec2) Div(v *IVec2) *IVec2

Div ...

func (*IVec2) DivWithK

func (pointer *IVec2) DivWithK(k int32) *IVec2

DivWithK ...

func (*IVec2) Free

func (pointer *IVec2) Free()

Free ...

func (*IVec2) GetOne

func (pointer *IVec2) GetOne() *IVec2

GetOne ...

func (*IVec2) GetX

func (pointer *IVec2) GetX() int32

GetX ...

func (*IVec2) GetY

func (pointer *IVec2) GetY() int32

GetY ...

func (*IVec2) GetZero

func (pointer *IVec2) GetZero() *IVec2

GetZero ...

func (*IVec2) InplaceAdd

func (pointer *IVec2) InplaceAdd(v *IVec2)

InplaceAdd ...

func (*IVec2) InplaceAddWithK

func (pointer *IVec2) InplaceAddWithK(k int32)

InplaceAddWithK ...

func (*IVec2) InplaceDiv

func (pointer *IVec2) InplaceDiv(v *IVec2)

InplaceDiv ...

func (*IVec2) InplaceDivWithK

func (pointer *IVec2) InplaceDivWithK(k int32)

InplaceDivWithK ...

func (*IVec2) InplaceMul

func (pointer *IVec2) InplaceMul(v *IVec2)

InplaceMul ...

func (*IVec2) InplaceMulWithK

func (pointer *IVec2) InplaceMulWithK(k int32)

InplaceMulWithK ...

func (*IVec2) InplaceSub

func (pointer *IVec2) InplaceSub(v *IVec2)

InplaceSub ...

func (*IVec2) InplaceSubWithK

func (pointer *IVec2) InplaceSubWithK(k int32)

InplaceSubWithK ...

func (*IVec2) IsNil

func (pointer *IVec2) IsNil() bool

IsNil ...

func (*IVec2) Mul

func (pointer *IVec2) Mul(v *IVec2) *IVec2

Mul ...

func (*IVec2) MulWithK

func (pointer *IVec2) MulWithK(k int32) *IVec2

MulWithK ...

func (*IVec2) MulWithM

func (pointer *IVec2) MulWithM(m *Mat3) *IVec2

MulWithM ...

func (*IVec2) Set

func (pointer *IVec2) Set(x int32, y int32)

Set ...

func (*IVec2) SetX

func (pointer *IVec2) SetX(v int32)

SetX ...

func (*IVec2) SetY

func (pointer *IVec2) SetY(v int32)

SetY ...

func (*IVec2) Sub

func (pointer *IVec2) Sub(v *IVec2) *IVec2

Sub ...

func (*IVec2) SubWithK

func (pointer *IVec2) SubWithK(k int32) *IVec2

SubWithK ...

type IVec2List

type IVec2List struct {
	// contains filtered or unexported fields
}

IVec2List ...

func NewIVec2List

func NewIVec2List() *IVec2List

NewIVec2List ...

func NewIVec2ListWithSequence

func NewIVec2ListWithSequence(sequence GoSliceOfiVec2) *IVec2List

NewIVec2ListWithSequence ...

func (*IVec2List) At

func (pointer *IVec2List) At(idx int32) *IVec2

At ...

func (*IVec2List) Clear

func (pointer *IVec2List) Clear()

Clear ...

func (*IVec2List) Free

func (pointer *IVec2List) Free()

Free ...

func (*IVec2List) Get

func (pointer *IVec2List) Get(id int) *IVec2

Get ...

func (*IVec2List) IsNil

func (pointer *IVec2List) IsNil() bool

IsNil ...

func (*IVec2List) Len

func (pointer *IVec2List) Len() int32

Len ...

func (*IVec2List) PushBack

func (pointer *IVec2List) PushBack(v *IVec2)

PushBack ...

func (*IVec2List) Reserve

func (pointer *IVec2List) Reserve(size int32)

Reserve ...

func (*IVec2List) Set

func (pointer *IVec2List) Set(id int, v *IVec2)

Set ...

func (*IVec2List) Size

func (pointer *IVec2List) Size() int32

Size ...

type IVideoStreamer

type IVideoStreamer struct {
	// contains filtered or unexported fields
}

IVideoStreamer ...

func MakeVideoStreamer

func MakeVideoStreamer(modulepath string) *IVideoStreamer

MakeVideoStreamer ...

func (*IVideoStreamer) Close

func (pointer *IVideoStreamer) Close(h uintptr) int32

Close ...

func (*IVideoStreamer) Free

func (pointer *IVideoStreamer) Free()

Free ...

func (*IVideoStreamer) FreeFrame

func (pointer *IVideoStreamer) FreeFrame(h uintptr, frame int32) int32

FreeFrame ...

func (*IVideoStreamer) GetDuration

func (pointer *IVideoStreamer) GetDuration(h uintptr) int64

GetDuration ...

func (*IVideoStreamer) GetFrame

func (pointer *IVideoStreamer) GetFrame(h uintptr, ptr *uintptr, width *int32, height *int32, pitch *int32, format *int32) int32

GetFrame ...

func (*IVideoStreamer) GetTimeStamp

func (pointer *IVideoStreamer) GetTimeStamp(h uintptr) int64

GetTimeStamp ...

func (*IVideoStreamer) IsEnded

func (pointer *IVideoStreamer) IsEnded(h uintptr) int32

IsEnded ...

func (*IVideoStreamer) IsNil

func (pointer *IVideoStreamer) IsNil() bool

IsNil ...

func (*IVideoStreamer) Open

func (pointer *IVideoStreamer) Open(name string) uintptr

Open ...

func (*IVideoStreamer) Pause

func (pointer *IVideoStreamer) Pause(h uintptr) int32

Pause ...

func (*IVideoStreamer) Play

func (pointer *IVideoStreamer) Play(h uintptr) int32

Play ...

func (*IVideoStreamer) Seek

func (pointer *IVideoStreamer) Seek(h uintptr, t int64) int32

Seek ...

func (*IVideoStreamer) Shutdown

func (pointer *IVideoStreamer) Shutdown()

Shutdown ...

func (*IVideoStreamer) Startup

func (pointer *IVideoStreamer) Startup() int32

Startup ...

type ImDrawFlags

type ImDrawFlags int32

ImDrawFlags ...

type ImDrawList

type ImDrawList struct {
	// contains filtered or unexported fields
}

ImDrawList Immediate GUI drawing list. This object can be used to perform custom drawing operations on top of an imgui window.

func ImGuiGetWindowDrawList

func ImGuiGetWindowDrawList() *ImDrawList

ImGuiGetWindowDrawList Get the draw list associated to the current window, to append your own drawing primitives.

func (*ImDrawList) AddBezierCubic

func (pointer *ImDrawList) AddBezierCubic(pos0 *Vec2, cp0 *Vec2, cp1 *Vec2, pos1 *Vec2, col uint32, thickness float32)

AddBezierCubic ...

func (*ImDrawList) AddBezierCubicWithNumSegments

func (pointer *ImDrawList) AddBezierCubicWithNumSegments(pos0 *Vec2, cp0 *Vec2, cp1 *Vec2, pos1 *Vec2, col uint32, thickness float32, numsegments int32)

AddBezierCubicWithNumSegments ...

func (*ImDrawList) AddCircle

func (pointer *ImDrawList) AddCircle(centre *Vec2, radius float32, col uint32)

AddCircle ...

func (*ImDrawList) AddCircleFilled

func (pointer *ImDrawList) AddCircleFilled(centre *Vec2, radius float32, col uint32)

AddCircleFilled ...

func (*ImDrawList) AddCircleFilledWithNumSegments

func (pointer *ImDrawList) AddCircleFilledWithNumSegments(centre *Vec2, radius float32, col uint32, numsegments int32)

AddCircleFilledWithNumSegments ...

func (*ImDrawList) AddCircleWithNumSegments

func (pointer *ImDrawList) AddCircleWithNumSegments(centre *Vec2, radius float32, col uint32, numsegments int32)

AddCircleWithNumSegments ...

func (*ImDrawList) AddCircleWithNumSegmentsThickness

func (pointer *ImDrawList) AddCircleWithNumSegmentsThickness(centre *Vec2, radius float32, col uint32, numsegments int32, thickness float32)

AddCircleWithNumSegmentsThickness ...

func (*ImDrawList) AddConvexPolyFilled

func (pointer *ImDrawList) AddConvexPolyFilled(points *Vec2List, col uint32)

AddConvexPolyFilled ...

func (*ImDrawList) AddImage

func (pointer *ImDrawList) AddImage(tex *Texture, a *Vec2, b *Vec2)

AddImage ...

func (*ImDrawList) AddImageQuad

func (pointer *ImDrawList) AddImageQuad(tex *Texture, a *Vec2, b *Vec2, c *Vec2, d *Vec2)

AddImageQuad ...

func (*ImDrawList) AddImageQuadWithUvAUvBUvCUvD

func (pointer *ImDrawList) AddImageQuadWithUvAUvBUvCUvD(tex *Texture, a *Vec2, b *Vec2, c *Vec2, d *Vec2, uva *Vec2, uvb *Vec2, uvc *Vec2, uvd *Vec2)

AddImageQuadWithUvAUvBUvCUvD ...

func (*ImDrawList) AddImageQuadWithUvAUvBUvCUvDCol

func (pointer *ImDrawList) AddImageQuadWithUvAUvBUvCUvDCol(tex *Texture, a *Vec2, b *Vec2, c *Vec2, d *Vec2, uva *Vec2, uvb *Vec2, uvc *Vec2, uvd *Vec2, col uint32)

AddImageQuadWithUvAUvBUvCUvDCol ...

func (*ImDrawList) AddImageRounded

func (pointer *ImDrawList) AddImageRounded(tex *Texture, a *Vec2, b *Vec2, uva *Vec2, uvb *Vec2, col uint32, rounding float32)

AddImageRounded ...

func (*ImDrawList) AddImageRoundedWithFlags

func (pointer *ImDrawList) AddImageRoundedWithFlags(tex *Texture, a *Vec2, b *Vec2, uva *Vec2, uvb *Vec2, col uint32, rounding float32, flags ImDrawFlags)

AddImageRoundedWithFlags ...

func (*ImDrawList) AddImageWithUvAUvB

func (pointer *ImDrawList) AddImageWithUvAUvB(tex *Texture, a *Vec2, b *Vec2, uva *Vec2, uvb *Vec2)

AddImageWithUvAUvB ...

func (*ImDrawList) AddImageWithUvAUvBCol

func (pointer *ImDrawList) AddImageWithUvAUvBCol(tex *Texture, a *Vec2, b *Vec2, uva *Vec2, uvb *Vec2, col uint32)

AddImageWithUvAUvBCol ...

func (*ImDrawList) AddLine

func (pointer *ImDrawList) AddLine(a *Vec2, b *Vec2, col uint32)

AddLine ...

func (*ImDrawList) AddLineWithThickness

func (pointer *ImDrawList) AddLineWithThickness(a *Vec2, b *Vec2, col uint32, thickness float32)

AddLineWithThickness ...

func (*ImDrawList) AddPolyline

func (pointer *ImDrawList) AddPolyline(points *Vec2List, col uint32, closed bool, thickness float32)

AddPolyline ...

func (*ImDrawList) AddQuad

func (pointer *ImDrawList) AddQuad(a *Vec2, b *Vec2, c *Vec2, d *Vec2, col uint32)

AddQuad ...

func (*ImDrawList) AddQuadFilled

func (pointer *ImDrawList) AddQuadFilled(a *Vec2, b *Vec2, c *Vec2, d *Vec2, col uint32)

AddQuadFilled ...

func (*ImDrawList) AddQuadWithThickness

func (pointer *ImDrawList) AddQuadWithThickness(a *Vec2, b *Vec2, c *Vec2, d *Vec2, col uint32, thickness float32)

AddQuadWithThickness ...

func (*ImDrawList) AddRect

func (pointer *ImDrawList) AddRect(a *Vec2, b *Vec2, col uint32)

AddRect ...

func (*ImDrawList) AddRectFilled

func (pointer *ImDrawList) AddRectFilled(a *Vec2, b *Vec2, col uint32)

AddRectFilled ...

func (*ImDrawList) AddRectFilledMultiColor

func (pointer *ImDrawList) AddRectFilledMultiColor(a *Vec2, b *Vec2, coluprleft uint32, coluprright uint32, colbotright uint32, colbotleft uint32)

AddRectFilledMultiColor ...

func (*ImDrawList) AddRectFilledWithRounding

func (pointer *ImDrawList) AddRectFilledWithRounding(a *Vec2, b *Vec2, col uint32, rounding float32)

AddRectFilledWithRounding ...

func (*ImDrawList) AddRectFilledWithRoundingRoundingCornerFlags

func (pointer *ImDrawList) AddRectFilledWithRoundingRoundingCornerFlags(a *Vec2, b *Vec2, col uint32, rounding float32, roundingcornerflags int32)

AddRectFilledWithRoundingRoundingCornerFlags ...

func (*ImDrawList) AddRectWithRounding

func (pointer *ImDrawList) AddRectWithRounding(a *Vec2, b *Vec2, col uint32, rounding float32)

AddRectWithRounding ...

func (*ImDrawList) AddRectWithRoundingRoundingCornerFlags

func (pointer *ImDrawList) AddRectWithRoundingRoundingCornerFlags(a *Vec2, b *Vec2, col uint32, rounding float32, roundingcornerflags int32)

AddRectWithRoundingRoundingCornerFlags ...

func (*ImDrawList) AddRectWithRoundingRoundingCornerFlagsThickness

func (pointer *ImDrawList) AddRectWithRoundingRoundingCornerFlagsThickness(a *Vec2, b *Vec2, col uint32, rounding float32, roundingcornerflags int32, thickness float32)

AddRectWithRoundingRoundingCornerFlagsThickness ...

func (*ImDrawList) AddText

func (pointer *ImDrawList) AddText(pos *Vec2, col uint32, text string)

AddText ...

func (*ImDrawList) AddTextWithFontFontSizePosColText

func (pointer *ImDrawList) AddTextWithFontFontSizePosColText(font *ImFont, fontsize float32, pos *Vec2, col uint32, text string)

AddTextWithFontFontSizePosColText ...

func (*ImDrawList) AddTextWithFontFontSizePosColTextWrapWidth

func (pointer *ImDrawList) AddTextWithFontFontSizePosColTextWrapWidth(font *ImFont, fontsize float32, pos *Vec2, col uint32, text string, wrapwidth float32)

AddTextWithFontFontSizePosColTextWrapWidth ...

func (*ImDrawList) AddTextWithFontFontSizePosColTextWrapWidthCpuFineClipRect

func (pointer *ImDrawList) AddTextWithFontFontSizePosColTextWrapWidthCpuFineClipRect(font *ImFont, fontsize float32, pos *Vec2, col uint32, text string, wrapwidth float32, cpufinecliprect *Vec4)

AddTextWithFontFontSizePosColTextWrapWidthCpuFineClipRect ...

func (*ImDrawList) AddTriangle

func (pointer *ImDrawList) AddTriangle(a *Vec2, b *Vec2, c *Vec2, col uint32)

AddTriangle ...

func (*ImDrawList) AddTriangleFilled

func (pointer *ImDrawList) AddTriangleFilled(a *Vec2, b *Vec2, c *Vec2, col uint32)

AddTriangleFilled ...

func (*ImDrawList) AddTriangleWithThickness

func (pointer *ImDrawList) AddTriangleWithThickness(a *Vec2, b *Vec2, c *Vec2, col uint32, thickness float32)

AddTriangleWithThickness ...

func (*ImDrawList) ChannelsMerge

func (pointer *ImDrawList) ChannelsMerge()

ChannelsMerge ...

func (*ImDrawList) ChannelsSetCurrent

func (pointer *ImDrawList) ChannelsSetCurrent(channelindex int32)

ChannelsSetCurrent ...

func (*ImDrawList) ChannelsSplit

func (pointer *ImDrawList) ChannelsSplit(channelscount int32)

ChannelsSplit ...

func (*ImDrawList) Free

func (pointer *ImDrawList) Free()

Free ...

func (*ImDrawList) GetClipRectMax

func (pointer *ImDrawList) GetClipRectMax() *Vec2

GetClipRectMax ...

func (*ImDrawList) GetClipRectMin

func (pointer *ImDrawList) GetClipRectMin() *Vec2

GetClipRectMin ...

func (*ImDrawList) IsNil

func (pointer *ImDrawList) IsNil() bool

IsNil ...

func (*ImDrawList) PathArcTo

func (pointer *ImDrawList) PathArcTo(centre *Vec2, radius float32, amin float32, amax float32)

PathArcTo ...

func (*ImDrawList) PathArcToFast

func (pointer *ImDrawList) PathArcToFast(centre *Vec2, radius float32, aminof12 int32, amaxof12 int32)

PathArcToFast ...

func (*ImDrawList) PathArcToWithNumSegments

func (pointer *ImDrawList) PathArcToWithNumSegments(centre *Vec2, radius float32, amin float32, amax float32, numsegments int32)

PathArcToWithNumSegments ...

func (*ImDrawList) PathBezierCubicCurveTo

func (pointer *ImDrawList) PathBezierCubicCurveTo(p1 *Vec2, p2 *Vec2, p3 *Vec2)

PathBezierCubicCurveTo ...

func (*ImDrawList) PathBezierCubicCurveToWithNumSegments

func (pointer *ImDrawList) PathBezierCubicCurveToWithNumSegments(p1 *Vec2, p2 *Vec2, p3 *Vec2, numsegments int32)

PathBezierCubicCurveToWithNumSegments ...

func (*ImDrawList) PathClear

func (pointer *ImDrawList) PathClear()

PathClear ...

func (*ImDrawList) PathFillConvex

func (pointer *ImDrawList) PathFillConvex(col uint32)

PathFillConvex ...

func (*ImDrawList) PathLineTo

func (pointer *ImDrawList) PathLineTo(pos *Vec2)

PathLineTo ...

func (*ImDrawList) PathLineToMergeDuplicate

func (pointer *ImDrawList) PathLineToMergeDuplicate(pos *Vec2)

PathLineToMergeDuplicate ...

func (*ImDrawList) PathRect

func (pointer *ImDrawList) PathRect(rectmin *Vec2, rectmax *Vec2)

PathRect ...

func (*ImDrawList) PathRectWithRounding

func (pointer *ImDrawList) PathRectWithRounding(rectmin *Vec2, rectmax *Vec2, rounding float32)

PathRectWithRounding ...

func (*ImDrawList) PathRectWithRoundingFlags

func (pointer *ImDrawList) PathRectWithRoundingFlags(rectmin *Vec2, rectmax *Vec2, rounding float32, flags ImDrawFlags)

PathRectWithRoundingFlags ...

func (*ImDrawList) PathStroke

func (pointer *ImDrawList) PathStroke(col uint32, closed bool)

PathStroke ...

func (*ImDrawList) PathStrokeWithThickness

func (pointer *ImDrawList) PathStrokeWithThickness(col uint32, closed bool, thickness float32)

PathStrokeWithThickness ...

func (*ImDrawList) PopClipRect

func (pointer *ImDrawList) PopClipRect()

PopClipRect ...

func (*ImDrawList) PopTextureID

func (pointer *ImDrawList) PopTextureID()

PopTextureID ...

func (*ImDrawList) PushClipRect

func (pointer *ImDrawList) PushClipRect(cliprectmin *Vec2, cliprectmax *Vec2)

PushClipRect ...

func (*ImDrawList) PushClipRectFullScreen

func (pointer *ImDrawList) PushClipRectFullScreen()

PushClipRectFullScreen ...

func (*ImDrawList) PushClipRectWithIntersectWithCurentClipRect

func (pointer *ImDrawList) PushClipRectWithIntersectWithCurentClipRect(cliprectmin *Vec2, cliprectmax *Vec2, intersectwithcurentcliprect bool)

PushClipRectWithIntersectWithCurentClipRect ...

func (*ImDrawList) PushTextureID

func (pointer *ImDrawList) PushTextureID(tex *Texture)

PushTextureID ...

type ImFont

type ImFont struct {
	// contains filtered or unexported fields
}

ImFont Immediate GUI font.

func ImGuiGetFont

func ImGuiGetFont() *ImFont

ImGuiGetFont Return the current ImGui font.

func (*ImFont) Free

func (pointer *ImFont) Free()

Free ...

func (*ImFont) IsNil

func (pointer *ImFont) IsNil() bool

IsNil ...

type ImGuiCol

type ImGuiCol int32

ImGuiCol ...

type ImGuiColorEditFlags

type ImGuiColorEditFlags int32

ImGuiColorEditFlags ...

type ImGuiComboFlags

type ImGuiComboFlags int32

ImGuiComboFlags ...

type ImGuiCond

type ImGuiCond int32

ImGuiCond ...

type ImGuiFocusedFlags

type ImGuiFocusedFlags int32

ImGuiFocusedFlags ...

type ImGuiHoveredFlags

type ImGuiHoveredFlags int32

ImGuiHoveredFlags ...

type ImGuiInputTextFlags

type ImGuiInputTextFlags int32

ImGuiInputTextFlags ...

type ImGuiMouseButton

type ImGuiMouseButton int32

ImGuiMouseButton ...

type ImGuiPopupFlags

type ImGuiPopupFlags int32

ImGuiPopupFlags ...

type ImGuiSelectableFlags

type ImGuiSelectableFlags int32

ImGuiSelectableFlags ...

type ImGuiStyleVar

type ImGuiStyleVar int32

ImGuiStyleVar ...

type ImGuiTreeNodeFlags

type ImGuiTreeNodeFlags int32

ImGuiTreeNodeFlags ...

type ImGuiWindowFlags

type ImGuiWindowFlags int32

ImGuiWindowFlags ...

type Instance

type Instance struct {
	// contains filtered or unexported fields
}

Instance Component to instantiate a scene as a child of a node upon setup.

func (*Instance) ClearOnInstantiateAnim

func (pointer *Instance) ClearOnInstantiateAnim()

ClearOnInstantiateAnim ...

func (*Instance) Eq

func (pointer *Instance) Eq(i *Instance) bool

Eq ...

func (*Instance) Free

func (pointer *Instance) Free()

Free ...

func (*Instance) GetOnInstantiateAnim

func (pointer *Instance) GetOnInstantiateAnim() string

GetOnInstantiateAnim ...

func (*Instance) GetOnInstantiateAnimLoopMode

func (pointer *Instance) GetOnInstantiateAnimLoopMode() AnimLoopMode

GetOnInstantiateAnimLoopMode ...

func (*Instance) GetOnInstantiatePlayAnimRef

func (pointer *Instance) GetOnInstantiatePlayAnimRef() *ScenePlayAnimRef

GetOnInstantiatePlayAnimRef ...

func (*Instance) GetPath

func (pointer *Instance) GetPath() string

GetPath ...

func (*Instance) IsNil

func (pointer *Instance) IsNil() bool

IsNil ...

func (*Instance) IsValid

func (pointer *Instance) IsValid() bool

IsValid ...

func (*Instance) SetOnInstantiateAnim

func (pointer *Instance) SetOnInstantiateAnim(anim string)

SetOnInstantiateAnim ...

func (*Instance) SetOnInstantiateAnimLoopMode

func (pointer *Instance) SetOnInstantiateAnimLoopMode(loopmode AnimLoopMode)

SetOnInstantiateAnimLoopMode ...

func (*Instance) SetPath

func (pointer *Instance) SetPath(path string)

SetPath ...

type IntRect

type IntRect struct {
	// contains filtered or unexported fields
}

IntRect ...

func CropWithRectLeftTopRightBottom

func CropWithRectLeftTopRightBottom(rect *IntRect, left int32, top int32, right int32, bottom int32) *IntRect

CropWithRectLeftTopRightBottom Crop a rectangle. Remove the specified amount of units on each side of the rectangle. See harfang.Grow.

func GetMonitorRect

func GetMonitorRect(monitor *Monitor) *IntRect

GetMonitorRect Returns a rectangle going from the position, in screen coordinates, of the upper-left corner of the specified monitor to the position of the lower-right corner.

func GrowWithRectBorder

func GrowWithRectBorder(rect *IntRect, border int32) *IntRect

GrowWithRectBorder Grow a rectangle by the specified amount of units. See harfang.Crop.

func IntersectionWithAB

func IntersectionWithAB(a *IntRect, b *IntRect) *IntRect

IntersectionWithAB Return the intersection of two rectangles.

func MakeRectFromWidthHeightWithXYWH

func MakeRectFromWidthHeightWithXYWH(x int32, y int32, w int32, h int32) *IntRect

MakeRectFromWidthHeightWithXYWH Make a rectangle from width and height.

func NewIntRect

func NewIntRect() *IntRect

NewIntRect ...

func NewIntRectWithRect

func NewIntRectWithRect(rect *IntRect) *IntRect

NewIntRectWithRect ...

func NewIntRectWithSxSyExEy

func NewIntRectWithSxSyExEy(sx int32, sy int32, ex int32, ey int32) *IntRect

NewIntRectWithSxSyExEy ...

func NewIntRectWithXY

func NewIntRectWithXY(x int32, y int32) *IntRect

NewIntRectWithXY ...

func OffsetWithRectXY

func OffsetWithRectXY(rect *IntRect, x int32, y int32) *IntRect

OffsetWithRectXY Offset a rectangle by the specified amount of units.

func ToIntRect

func ToIntRect(rect *Rect) *IntRect

ToIntRect Return a floating point rectangle as an integer rectangle.

func (*IntRect) Free

func (pointer *IntRect) Free()

Free ...

func (*IntRect) GetEx

func (pointer *IntRect) GetEx() int32

GetEx ...

func (*IntRect) GetEy

func (pointer *IntRect) GetEy() int32

GetEy ...

func (*IntRect) GetSx

func (pointer *IntRect) GetSx() int32

GetSx ...

func (*IntRect) GetSy

func (pointer *IntRect) GetSy() int32

GetSy ...

func (*IntRect) IsNil

func (pointer *IntRect) IsNil() bool

IsNil ...

func (*IntRect) SetEx

func (pointer *IntRect) SetEx(v int32)

SetEx ...

func (*IntRect) SetEy

func (pointer *IntRect) SetEy(v int32)

SetEy ...

func (*IntRect) SetSx

func (pointer *IntRect) SetSx(v int32)

SetSx ...

func (*IntRect) SetSy

func (pointer *IntRect) SetSy(v int32)

SetSy ...

type IsoSurface

type IsoSurface struct {
	// contains filtered or unexported fields
}

IsoSurface An iso-surface represents points of a constant value within a volume of space. This class holds a fixed-size 3-dimensional grid of values that can efficiently be converted to a harfang.Model at runtime.

func GaussianBlurIsoSurface

func GaussianBlurIsoSurface(surface *IsoSurface, width int32, height int32, depth int32) *IsoSurface

GaussianBlurIsoSurface Apply a Gaussian blur to an iso-surface.

func NewIsoSurface

func NewIsoSurface(width int32, height int32, depth int32) *IsoSurface

NewIsoSurface Return a new iso-surface object. See harfang.IsoSurfaceSphere to draw to an iso-surface and harfang.IsoSurfaceToModel to draw it.

func (*IsoSurface) Free

func (pointer *IsoSurface) Free()

Free ...

func (*IsoSurface) IsNil

func (pointer *IsoSurface) IsNil() bool

IsNil ...

type JSON

type JSON struct {
	// contains filtered or unexported fields
}

JSON JSON read/write object.

func LoadJsonFromAssets

func LoadJsonFromAssets(name string) *JSON

LoadJsonFromAssets Load a JSON from the assets system. See [harfang.man.Assets].

func LoadJsonFromFile

func LoadJsonFromFile(path string) *JSON

LoadJsonFromFile Load a JSON from the local filesystem.

func NewJSON

func NewJSON() *JSON

NewJSON JSON read/write object.

func (*JSON) Free

func (pointer *JSON) Free()

Free ...

func (*JSON) IsNil

func (pointer *JSON) IsNil() bool

IsNil ...

type Joystick

type Joystick struct {
	// contains filtered or unexported fields
}

Joystick ...

func NewJoystick

func NewJoystick() *Joystick

NewJoystick ...

func NewJoystickWithName

func NewJoystickWithName(name string) *Joystick

NewJoystickWithName ...

func (*Joystick) Axes

func (pointer *Joystick) Axes(axis int32) float32

Axes ...

func (*Joystick) AxesCount

func (pointer *Joystick) AxesCount() int32

AxesCount ...

func (*Joystick) ButtonsCount

func (pointer *Joystick) ButtonsCount() int32

ButtonsCount ...

func (*Joystick) Connected

func (pointer *Joystick) Connected() bool

Connected ...

func (*Joystick) Disconnected

func (pointer *Joystick) Disconnected() bool

Disconnected ...

func (*Joystick) Down

func (pointer *Joystick) Down(btn int32) bool

Down ...

func (*Joystick) DtAxes

func (pointer *Joystick) DtAxes(axis int32) float32

DtAxes ...

func (*Joystick) Free

func (pointer *Joystick) Free()

Free ...

func (*Joystick) GetDeviceName

func (pointer *Joystick) GetDeviceName() string

GetDeviceName ...

func (*Joystick) IsConnected

func (pointer *Joystick) IsConnected() bool

IsConnected ...

func (*Joystick) IsNil

func (pointer *Joystick) IsNil() bool

IsNil ...

func (*Joystick) Pressed

func (pointer *Joystick) Pressed(btn int32) bool

Pressed ...

func (*Joystick) Released

func (pointer *Joystick) Released(btn int32) bool

Released ...

func (*Joystick) Update

func (pointer *Joystick) Update()

Update ...

type JoystickState

type JoystickState struct {
	// contains filtered or unexported fields
}

JoystickState ...

func ReadJoystick

func ReadJoystick() *JoystickState

ReadJoystick ...

func ReadJoystickWithName

func ReadJoystickWithName(name string) *JoystickState

ReadJoystickWithName ...

func (*JoystickState) Axes

func (pointer *JoystickState) Axes(idx int32) float32

Axes ...

func (*JoystickState) Button

func (pointer *JoystickState) Button(btn int32) bool

Button ...

func (*JoystickState) Free

func (pointer *JoystickState) Free()

Free ...

func (*JoystickState) IsConnected

func (pointer *JoystickState) IsConnected() bool

IsConnected ...

func (*JoystickState) IsNil

func (pointer *JoystickState) IsNil() bool

IsNil ...

type Key

type Key int32

Key ...

type Keyboard

type Keyboard struct {
	// contains filtered or unexported fields
}

Keyboard Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetKeyboardNames to query for available keyboard devices.

func NewKeyboard

func NewKeyboard() *Keyboard

NewKeyboard Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetKeyboardNames to query for available keyboard devices.

func NewKeyboardWithName

func NewKeyboardWithName(name string) *Keyboard

NewKeyboardWithName Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetKeyboardNames to query for available keyboard devices.

func (*Keyboard) Down

func (pointer *Keyboard) Down(key Key) bool

Down ...

func (*Keyboard) Free

func (pointer *Keyboard) Free()

Free ...

func (*Keyboard) GetOldState

func (pointer *Keyboard) GetOldState() *KeyboardState

GetOldState ...

func (*Keyboard) GetState

func (pointer *Keyboard) GetState() *KeyboardState

GetState ...

func (*Keyboard) IsNil

func (pointer *Keyboard) IsNil() bool

IsNil ...

func (*Keyboard) Pressed

func (pointer *Keyboard) Pressed(key Key) bool

Pressed ...

func (*Keyboard) Released

func (pointer *Keyboard) Released(key Key) bool

Released ...

func (*Keyboard) Update

func (pointer *Keyboard) Update()

Update ...

type KeyboardState

type KeyboardState struct {
	// contains filtered or unexported fields
}

KeyboardState ...

func ReadKeyboard

func ReadKeyboard() *KeyboardState

ReadKeyboard Read the current state of a named keyboard. If no name is passed, `default` is implied. See harfang.GetKeyboardNames.

func ReadKeyboardWithName

func ReadKeyboardWithName(name string) *KeyboardState

ReadKeyboardWithName Read the current state of a named keyboard. If no name is passed, `default` is implied. See harfang.GetKeyboardNames.

func (*KeyboardState) Free

func (pointer *KeyboardState) Free()

Free ...

func (*KeyboardState) IsNil

func (pointer *KeyboardState) IsNil() bool

IsNil ...

func (*KeyboardState) Key

func (pointer *KeyboardState) Key(key Key) bool

Key ...

type Light

type Light struct {
	// contains filtered or unexported fields
}

Light Add this component to a node to turn it into a light source, see [harfang.man.ForwardPipeline].

func (*Light) Eq

func (pointer *Light) Eq(l *Light) bool

Eq ...

func (*Light) Free

func (pointer *Light) Free()

Free ...

func (*Light) GetDiffuseColor

func (pointer *Light) GetDiffuseColor() *Color

GetDiffuseColor ...

func (*Light) GetDiffuseIntensity

func (pointer *Light) GetDiffuseIntensity() float32

GetDiffuseIntensity ...

func (*Light) GetInnerAngle

func (pointer *Light) GetInnerAngle() float32

GetInnerAngle ...

func (*Light) GetOuterAngle

func (pointer *Light) GetOuterAngle() float32

GetOuterAngle ...

func (*Light) GetPSSMSplit

func (pointer *Light) GetPSSMSplit() *Vec4

GetPSSMSplit ...

func (*Light) GetPriority

func (pointer *Light) GetPriority() float32

GetPriority ...

func (*Light) GetRadius

func (pointer *Light) GetRadius() float32

GetRadius Get the light range in meters.

func (*Light) GetShadowType

func (pointer *Light) GetShadowType() LightShadowType

GetShadowType ...

func (*Light) GetSpecularColor

func (pointer *Light) GetSpecularColor() *Color

GetSpecularColor ...

func (*Light) GetSpecularIntensity

func (pointer *Light) GetSpecularIntensity() float32

GetSpecularIntensity ...

func (*Light) GetType

func (pointer *Light) GetType() LightType

GetType Return the harfang.LightType.

func (*Light) IsNil

func (pointer *Light) IsNil() bool

IsNil ...

func (*Light) IsValid

func (pointer *Light) IsValid() bool

IsValid ...

func (*Light) SetDiffuseColor

func (pointer *Light) SetDiffuseColor(v *Color)

SetDiffuseColor ...

func (*Light) SetDiffuseIntensity

func (pointer *Light) SetDiffuseIntensity(v float32)

SetDiffuseIntensity ...

func (*Light) SetInnerAngle

func (pointer *Light) SetInnerAngle(v float32)

SetInnerAngle ...

func (*Light) SetOuterAngle

func (pointer *Light) SetOuterAngle(v float32)

SetOuterAngle ...

func (*Light) SetPSSMSplit

func (pointer *Light) SetPSSMSplit(v *Vec4)

SetPSSMSplit ...

func (*Light) SetPriority

func (pointer *Light) SetPriority(v float32)

SetPriority ...

func (*Light) SetRadius

func (pointer *Light) SetRadius(v float32)

SetRadius Set the light range in meters. No light will be contributed to elements further away than this distance from the node world position.

func (*Light) SetShadowType

func (pointer *Light) SetShadowType(v LightShadowType)

SetShadowType ...

func (*Light) SetSpecularColor

func (pointer *Light) SetSpecularColor(v *Color)

SetSpecularColor ...

func (*Light) SetSpecularIntensity

func (pointer *Light) SetSpecularIntensity(v float32)

SetSpecularIntensity ...

func (*Light) SetType

func (pointer *Light) SetType(v LightType)

SetType Set the harfang.LightType.

type LightShadowType

type LightShadowType int32

LightShadowType ...

type LightType

type LightType int32

LightType ...

type LoadSaveSceneFlags

type LoadSaveSceneFlags uint32

LoadSaveSceneFlags ...

type LogLevel

type LogLevel int32

LogLevel ...

type LuaObject

type LuaObject struct {
	// contains filtered or unexported fields
}

LuaObject Opaque reference to an Lua object. This type is used to transfer values between VMs, see [harfang.man.Scripting].

func (*LuaObject) Free

func (pointer *LuaObject) Free()

Free ...

func (*LuaObject) IsNil

func (pointer *LuaObject) IsNil() bool

IsNil ...

type LuaObjectList

type LuaObjectList struct {
	// contains filtered or unexported fields
}

LuaObjectList ...

func NewLuaObjectList

func NewLuaObjectList() *LuaObjectList

NewLuaObjectList ...

func NewLuaObjectListWithSequence

func NewLuaObjectListWithSequence(sequence GoSliceOfLuaObject) *LuaObjectList

NewLuaObjectListWithSequence ...

func (*LuaObjectList) At

func (pointer *LuaObjectList) At(idx int32) *LuaObject

At ...

func (*LuaObjectList) Clear

func (pointer *LuaObjectList) Clear()

Clear ...

func (*LuaObjectList) Free

func (pointer *LuaObjectList) Free()

Free ...

func (*LuaObjectList) Get

func (pointer *LuaObjectList) Get(id int) *LuaObject

Get ...

func (*LuaObjectList) IsNil

func (pointer *LuaObjectList) IsNil() bool

IsNil ...

func (*LuaObjectList) Len

func (pointer *LuaObjectList) Len() int32

Len ...

func (*LuaObjectList) PushBack

func (pointer *LuaObjectList) PushBack(v *LuaObject)

PushBack ...

func (*LuaObjectList) Reserve

func (pointer *LuaObjectList) Reserve(size int32)

Reserve ...

func (*LuaObjectList) Set

func (pointer *LuaObjectList) Set(id int, v *LuaObject)

Set ...

func (*LuaObjectList) Size

func (pointer *LuaObjectList) Size() int32

Size ...

type Mat3

type Mat3 struct {
	// contains filtered or unexported fields
}

Mat3 A 3x3 matrix used to store rotation.

func CrossProductMat3

func CrossProductMat3(V *Vec3) *Mat3

CrossProductMat3 Creates a matrix __M__ so that __Mv = p⨯v__. Simply put, multiplying this matrix to any vector __v__ is equivalent to compute the cross product between __p__ and __v__.

func GetRMatrix

func GetRMatrix(m *Mat4) *Mat3

GetRMatrix See harfang.GetRotationMatrix.

func GetRotationMatrix

func GetRotationMatrix(m *Mat4) *Mat3

GetRotationMatrix Return the rotation component of a transformation matrix as a harfang.Mat3 rotation matrix.

func InverseWithMI

func InverseWithMI(m *Mat3) (bool, *Mat3)

InverseWithMI Return the inverse of a matrix, vector or quaternion.

func Mat3GetIdentity

func Mat3GetIdentity() *Mat3

Mat3GetIdentity ...

func Mat3GetZero

func Mat3GetZero() *Mat3

Mat3GetZero ...

func Mat3LookAt

func Mat3LookAt(front *Vec3) *Mat3

Mat3LookAt Return a rotation matrix looking down the provided vector. The input vector does not need to be normalized.

func Mat3LookAtWithUp

func Mat3LookAtWithUp(front *Vec3, up *Vec3) *Mat3

Mat3LookAtWithUp Return a rotation matrix looking down the provided vector. The input vector does not need to be normalized.

func NewMat3

func NewMat3() *Mat3

NewMat3 A 3x3 matrix used to store rotation.

func NewMat3WithM

func NewMat3WithM(m *Mat4) *Mat3

NewMat3WithM A 3x3 matrix used to store rotation.

func NewMat3WithXYZ

func NewMat3WithXYZ(x *Vec3, y *Vec3, z *Vec3) *Mat3

NewMat3WithXYZ A 3x3 matrix used to store rotation.

func NormalizeWithM

func NormalizeWithM(m *Mat3) *Mat3

NormalizeWithM Return the input vector scaled so that its length is one.

func Orthonormalize

func Orthonormalize(m *Mat3) *Mat3

Orthonormalize Return a matrix where the row vectors form an orthonormal basis. All vectors are normalized and perpendicular to each other.

func RotationMat2D

func RotationMat2D(angle float32, pivot *Vec2) *Mat3

RotationMat2D Return a 2D rotation matrix by __a__ radians around the specified __pivot__ point.

func RotationMat3

func RotationMat3(euler *Vec3) *Mat3

RotationMat3 Return a 3x3 rotation matrix.

func RotationMat3WithRotationOrder

func RotationMat3WithRotationOrder(euler *Vec3, rotationorder RotationOrder) *Mat3

RotationMat3WithRotationOrder Return a 3x3 rotation matrix.

func RotationMat3WithXYZ

func RotationMat3WithXYZ(x float32, y float32, z float32) *Mat3

RotationMat3WithXYZ Return a 3x3 rotation matrix.

func RotationMat3WithXYZRotationOrder

func RotationMat3WithXYZRotationOrder(x float32, y float32, z float32, rotationorder RotationOrder) *Mat3

RotationMat3WithXYZRotationOrder Return a 3x3 rotation matrix.

func RotationMatX

func RotationMatX(angle float32) *Mat3

RotationMatX Return a 3x3 rotation matrix around the world X axis {1, 0, 0}.

func RotationMatXY

func RotationMatXY(x float32, y float32) *Mat3

RotationMatXY Return a 3x3 rotation matrix around the X axis followed by a rotation around the Y axis.

func RotationMatXYZ

func RotationMatXYZ(x float32, y float32, z float32) *Mat3

RotationMatXYZ Return a 3x3 rotation matrix around the X axis followed by a rotation around the Y axis then a rotation around the Z axis.

func RotationMatXZY

func RotationMatXZY(x float32, y float32, z float32) *Mat3

RotationMatXZY Return a 3x3 rotation matrix around the X axis followed by a rotation around the Z axis then a rotation around the Y axis.

func RotationMatY

func RotationMatY(angle float32) *Mat3

RotationMatY Return a 3x3 rotation matrix around the world Y axis {0, 1, 0}.

func RotationMatYXZ

func RotationMatYXZ(x float32, y float32, z float32) *Mat3

RotationMatYXZ Return a 3x3 rotation matrix around the Y axis followed by a rotation around the X axis then a rotation around the Z axis.

func RotationMatYZX

func RotationMatYZX(x float32, y float32, z float32) *Mat3

RotationMatYZX Return a 3x3 rotation matrix around the Y axis followed by a rotation around the Z axis then a rotation around the X axis.

func RotationMatZ

func RotationMatZ(angle float32) *Mat3

RotationMatZ Return a 3x3 rotation matrix around the world Z axis {0, 0, 1}.

func RotationMatZXY

func RotationMatZXY(x float32, y float32, z float32) *Mat3

RotationMatZXY Return a 3x3 rotation matrix around the Z axis followed by a rotation around the X axis then a rotation around the Y axis.

func RotationMatZYX

func RotationMatZYX(x float32, y float32, z float32) *Mat3

RotationMatZYX Return a 3x3 rotation matrix around the Z axis followed by a rotation around the Y axis then a rotation around the X axis.

func ScaleMat3

func ScaleMat3(S *Vec2) *Mat3

ScaleMat3 Return a 3x3 scale matrix from a 2D vector.

func ScaleMat3WithS

func ScaleMat3WithS(S *Vec3) *Mat3

ScaleMat3WithS Return a 3x3 scale matrix from a 2D vector.

func ToMatrix3

func ToMatrix3(q *Quaternion) *Mat3

ToMatrix3 Convert a quaternion rotation to its harfang.Mat3 representation.

func TranslationMat3

func TranslationMat3(T *Vec2) *Mat3

TranslationMat3 Return a 2D translation 3x3 matrix from the first 2 components (__x__,__y__) of the parameter vector.

func TranslationMat3WithT

func TranslationMat3WithT(T *Vec3) *Mat3

TranslationMat3WithT Return a 2D translation 3x3 matrix from the first 2 components (__x__,__y__) of the parameter vector.

func Transpose

func Transpose(m *Mat3) *Mat3

Transpose Return the transpose of the input matrix. For a pure rotation matrix this returns the opposite transformation so that M*M<sup>T</sup>=I.

func VectorMat3

func VectorMat3(V *Vec3) *Mat3

VectorMat3 Return a vector as a matrix.

func (*Mat3) Add

func (pointer *Mat3) Add(m *Mat3) *Mat3

Add ...

func (*Mat3) Eq

func (pointer *Mat3) Eq(m *Mat3) bool

Eq ...

func (*Mat3) Free

func (pointer *Mat3) Free()

Free ...

func (*Mat3) GetIdentity

func (pointer *Mat3) GetIdentity() *Mat3

GetIdentity ...

func (*Mat3) GetZero

func (pointer *Mat3) GetZero() *Mat3

GetZero ...

func (*Mat3) InplaceAdd

func (pointer *Mat3) InplaceAdd(m *Mat3)

InplaceAdd ...

func (*Mat3) InplaceMul

func (pointer *Mat3) InplaceMul(k float32)

InplaceMul ...

func (*Mat3) InplaceMulWithM

func (pointer *Mat3) InplaceMulWithM(m *Mat3)

InplaceMulWithM ...

func (*Mat3) InplaceSub

func (pointer *Mat3) InplaceSub(m *Mat3)

InplaceSub ...

func (*Mat3) IsNil

func (pointer *Mat3) IsNil() bool

IsNil ...

func (*Mat3) Mul

func (pointer *Mat3) Mul(v float32) *Mat3

Mul ...

func (*Mat3) MulWithM

func (pointer *Mat3) MulWithM(m *Mat3) *Mat3

MulWithM ...

func (*Mat3) MulWithV

func (pointer *Mat3) MulWithV(v *Vec2) *Vec2

MulWithV ...

func (*Mat3) MulWithVec3V

func (pointer *Mat3) MulWithVec3V(v *Vec3) *Vec3

MulWithVec3V ...

func (*Mat3) MulWithVec4V

func (pointer *Mat3) MulWithVec4V(v *Vec4) *Vec4

MulWithVec4V ...

func (*Mat3) Ne

func (pointer *Mat3) Ne(m *Mat3) bool

Ne ...

func (*Mat3) Sub

func (pointer *Mat3) Sub(m *Mat3) *Mat3

Sub ...

type Mat4

type Mat4 struct {
	// contains filtered or unexported fields
}

Mat4 A 3x4 matrix used to store complete transformation including rotation, scale and position.

func InverseFast

func InverseFast(m *Mat4) *Mat4

InverseFast Compute the inverse of an orthonormal transformation matrix. This function is faster than the generic harfang.Inverse function but can only deal with a specific set of matrices. See harfang.Inverse.

func InverseWithMat4MMat4I

func InverseWithMat4MMat4I(m *Mat4) (bool, *Mat4)

InverseWithMat4MMat4I Return the inverse of a matrix, vector or quaternion.

func LerpAsOrthonormalBase

func LerpAsOrthonormalBase(from *Mat4, to *Mat4, k float32) *Mat4

LerpAsOrthonormalBase Linear interpolate between two transformation matrices on the [harfang.0;1] interval.

func LerpAsOrthonormalBaseWithFast

func LerpAsOrthonormalBaseWithFast(from *Mat4, to *Mat4, k float32, fast bool) *Mat4

LerpAsOrthonormalBaseWithFast Linear interpolate between two transformation matrices on the [harfang.0;1] interval.

func Mat4GetIdentity

func Mat4GetIdentity() *Mat4

Mat4GetIdentity ...

func Mat4GetZero

func Mat4GetZero() *Mat4

Mat4GetZero ...

func Mat4LookAt

func Mat4LookAt(position *Vec3, at *Vec3) *Mat4

Mat4LookAt Return a _look at_ matrix whose orientation points at the specified position.

func Mat4LookAtUp

func Mat4LookAtUp(position *Vec3, at *Vec3, up *Vec3) *Mat4

Mat4LookAtUp Return a _look at_ matrix whose orientation points at the specified position and up direction.

func Mat4LookAtUpWithScale

func Mat4LookAtUpWithScale(position *Vec3, at *Vec3, up *Vec3, scale *Vec3) *Mat4

Mat4LookAtUpWithScale Return a _look at_ matrix whose orientation points at the specified position and up direction.

func Mat4LookAtWithScale

func Mat4LookAtWithScale(position *Vec3, at *Vec3, scale *Vec3) *Mat4

Mat4LookAtWithScale Return a _look at_ matrix whose orientation points at the specified position.

func Mat4LookToward

func Mat4LookToward(position *Vec3, direction *Vec3) *Mat4

Mat4LookToward Return a _look at_ matrix whose orientation points toward the specified direction.

func Mat4LookTowardUp

func Mat4LookTowardUp(position *Vec3, direction *Vec3, up *Vec3) *Mat4

Mat4LookTowardUp Return a _look at_ matrix whose orientation points toward the specified directions.

func Mat4LookTowardUpWithScale

func Mat4LookTowardUpWithScale(position *Vec3, direction *Vec3, up *Vec3, scale *Vec3) *Mat4

Mat4LookTowardUpWithScale Return a _look at_ matrix whose orientation points toward the specified directions.

func Mat4LookTowardWithScale

func Mat4LookTowardWithScale(position *Vec3, direction *Vec3, scale *Vec3) *Mat4

Mat4LookTowardWithScale Return a _look at_ matrix whose orientation points toward the specified direction.

func NewMat4

func NewMat4() *Mat4

NewMat4 A 3x4 matrix used to store complete transformation including rotation, scale and position.

func NewMat4WithM

func NewMat4WithM(m *Mat4) *Mat4

NewMat4WithM A 3x4 matrix used to store complete transformation including rotation, scale and position.

func NewMat4WithM00M10M20M01M11M21M02M12M22M03M13M23

func NewMat4WithM00M10M20M01M11M21M02M12M22M03M13M23(m00 float32, m10 float32, m20 float32, m01 float32, m11 float32, m21 float32, m02 float32, m12 float32, m22 float32, m03 float32, m13 float32, m23 float32) *Mat4

NewMat4WithM00M10M20M01M11M21M02M12M22M03M13M23 A 3x4 matrix used to store complete transformation including rotation, scale and position.

func NewMat4WithMat3M

func NewMat4WithMat3M(m *Mat3) *Mat4

NewMat4WithMat3M A 3x4 matrix used to store complete transformation including rotation, scale and position.

func OrthonormalizeWithM

func OrthonormalizeWithM(m *Mat4) *Mat4

OrthonormalizeWithM Return a matrix where the row vectors form an orthonormal basis. All vectors are normalized and perpendicular to each other.

func RotationMat4

func RotationMat4(euler *Vec3) *Mat4

RotationMat4 Return a 4x3 rotation matrix from euler angles. The default rotation order is YXZ.

func RotationMat4WithOrder

func RotationMat4WithOrder(euler *Vec3, order RotationOrder) *Mat4

RotationMat4WithOrder Return a 4x3 rotation matrix from euler angles. The default rotation order is YXZ.

func ScaleMat4

func ScaleMat4(scale *Vec3) *Mat4

ScaleMat4 Return a 4x3 scale matrix from the parameter scaling vector.

func ScaleMat4WithScale

func ScaleMat4WithScale(scale float32) *Mat4

ScaleMat4WithScale Return a 4x3 scale matrix from the parameter scaling vector.

func TransformationMat4

func TransformationMat4(pos *Vec3, rot *Vec3) *Mat4

TransformationMat4 Creates a 4x3 transformation matrix from the translation vector __p__, the 3x3 rotation Matrix __m__ (or YXZ euler rotation vector __e__) and the scaling vector __s__. This is a more efficient version of `TranslationMat4(p) * ScaleMat4(s) * m`

func TransformationMat4WithRot

func TransformationMat4WithRot(pos *Vec3, rot *Mat3) *Mat4

TransformationMat4WithRot Creates a 4x3 transformation matrix from the translation vector __p__, the 3x3 rotation Matrix __m__ (or YXZ euler rotation vector __e__) and the scaling vector __s__. This is a more efficient version of `TranslationMat4(p) * ScaleMat4(s) * m`

func TransformationMat4WithRotScale

func TransformationMat4WithRotScale(pos *Vec3, rot *Mat3, scale *Vec3) *Mat4

TransformationMat4WithRotScale Creates a 4x3 transformation matrix from the translation vector __p__, the 3x3 rotation Matrix __m__ (or YXZ euler rotation vector __e__) and the scaling vector __s__. This is a more efficient version of `TranslationMat4(p) * ScaleMat4(s) * m`

func TransformationMat4WithScale

func TransformationMat4WithScale(pos *Vec3, rot *Vec3, scale *Vec3) *Mat4

TransformationMat4WithScale Creates a 4x3 transformation matrix from the translation vector __p__, the 3x3 rotation Matrix __m__ (or YXZ euler rotation vector __e__) and the scaling vector __s__. This is a more efficient version of `TranslationMat4(p) * ScaleMat4(s) * m`

func TranslationMat4

func TranslationMat4(t *Vec3) *Mat4

TranslationMat4 Return a 4x3 translation matrix from the parameter displacement vector.

func (*Mat4) Add

func (pointer *Mat4) Add(m *Mat4) *Mat4

Add ...

func (*Mat4) Eq

func (pointer *Mat4) Eq(m *Mat4) bool

Eq ...

func (*Mat4) Free

func (pointer *Mat4) Free()

Free ...

func (*Mat4) GetIdentity

func (pointer *Mat4) GetIdentity() *Mat4

GetIdentity ...

func (*Mat4) GetZero

func (pointer *Mat4) GetZero() *Mat4

GetZero ...

func (*Mat4) IsNil

func (pointer *Mat4) IsNil() bool

IsNil ...

func (*Mat4) Mul

func (pointer *Mat4) Mul(v float32) *Mat4

Mul ...

func (*Mat4) MulWithM

func (pointer *Mat4) MulWithM(m *Mat4) *Mat4

MulWithM ...

func (*Mat4) MulWithMat44M

func (pointer *Mat4) MulWithMat44M(m *Mat44) *Mat44

MulWithMat44M ...

func (*Mat4) MulWithV

func (pointer *Mat4) MulWithV(v *Vec3) *Vec3

MulWithV ...

func (*Mat4) MulWithVec4V

func (pointer *Mat4) MulWithVec4V(v *Vec4) *Vec4

MulWithVec4V ...

func (*Mat4) Ne

func (pointer *Mat4) Ne(m *Mat4) bool

Ne ...

func (*Mat4) Sub

func (pointer *Mat4) Sub(m *Mat4) *Mat4

Sub ...

type Mat44

type Mat44 struct {
	// contains filtered or unexported fields
}

Mat44 A 4x4 matrix used to store projection matrices.

func Compute2DProjectionMatrix

func Compute2DProjectionMatrix(znear float32, zfar float32, resx float32, resy float32, yup bool) *Mat44

Compute2DProjectionMatrix Returns a projection matrix from a 2D space to the 3D world, as required by harfang.SetViewTransform for example.

func ComputeOrthographicProjectionMatrix

func ComputeOrthographicProjectionMatrix(znear float32, zfar float32, size float32, aspectratio *Vec2) *Mat44

ComputeOrthographicProjectionMatrix Compute an orthographic projection matrix. An orthographic projection has no perspective and all lines parrallel in 3d space will still appear parrallel on screen after projection using the returned matrix. The `size` parameter controls the extends of the projected view. When projecting a 3d world this parameter is expressed in meters. Use the `aspect_ratio` parameter to prevent distortion from induced by non-square viewport. See harfang.ComputeAspectRatioX or harfang.ComputeAspectRatioY to compute an aspect ratio factor in paysage or portrait mode.

func ComputeOrthographicProjectionMatrixWithOffset

func ComputeOrthographicProjectionMatrixWithOffset(znear float32, zfar float32, size float32, aspectratio *Vec2, offset *Vec2) *Mat44

ComputeOrthographicProjectionMatrixWithOffset Compute an orthographic projection matrix. An orthographic projection has no perspective and all lines parrallel in 3d space will still appear parrallel on screen after projection using the returned matrix. The `size` parameter controls the extends of the projected view. When projecting a 3d world this parameter is expressed in meters. Use the `aspect_ratio` parameter to prevent distortion from induced by non-square viewport. See harfang.ComputeAspectRatioX or harfang.ComputeAspectRatioY to compute an aspect ratio factor in paysage or portrait mode.

func ComputePerspectiveProjectionMatrix

func ComputePerspectiveProjectionMatrix(znear float32, zfar float32, zoomfactor float32, aspectratio *Vec2) *Mat44

ComputePerspectiveProjectionMatrix Compute a perspective projection matrix, , `fov` is the field of view angle, see harfang.Deg and harfang.Rad. See harfang.ZoomFactorToFov, harfang.FovToZoomFactor, harfang.ComputeAspectRatioX and harfang.ComputeAspectRatioY.

func ComputePerspectiveProjectionMatrixWithOffset

func ComputePerspectiveProjectionMatrixWithOffset(znear float32, zfar float32, zoomfactor float32, aspectratio *Vec2, offset *Vec2) *Mat44

ComputePerspectiveProjectionMatrixWithOffset Compute a perspective projection matrix, , `fov` is the field of view angle, see harfang.Deg and harfang.Rad. See harfang.ZoomFactorToFov, harfang.FovToZoomFactor, harfang.ComputeAspectRatioX and harfang.ComputeAspectRatioY.

func InverseWithMResult

func InverseWithMResult(m *Mat44) (*Mat44, *bool)

InverseWithMResult Return the inverse of a matrix, vector or quaternion.

func Mat44GetIdentity

func Mat44GetIdentity() *Mat44

Mat44GetIdentity ...

func Mat44GetZero

func Mat44GetZero() *Mat44

Mat44GetZero ...

func NewMat44

func NewMat44() *Mat44

NewMat44 A 4x4 matrix used to store projection matrices.

func NewMat44WithM00M10M20M30M01M11M21M31M02M12M22M32M03M13M23M33

func NewMat44WithM00M10M20M30M01M11M21M31M02M12M22M32M03M13M23M33(m00 float32, m10 float32, m20 float32, m30 float32, m01 float32, m11 float32, m21 float32, m31 float32, m02 float32, m12 float32, m22 float32, m32 float32, m03 float32, m13 float32, m23 float32, m33 float32) *Mat44

NewMat44WithM00M10M20M30M01M11M21M31M02M12M22M32M03M13M23M33 A 4x4 matrix used to store projection matrices.

func (*Mat44) Free

func (pointer *Mat44) Free()

Free ...

func (*Mat44) GetIdentity

func (pointer *Mat44) GetIdentity() *Mat44

GetIdentity ...

func (*Mat44) GetZero

func (pointer *Mat44) GetZero() *Mat44

GetZero ...

func (*Mat44) IsNil

func (pointer *Mat44) IsNil() bool

IsNil ...

func (*Mat44) Mul

func (pointer *Mat44) Mul(m *Mat4) *Mat44

Mul ...

func (*Mat44) MulWithM

func (pointer *Mat44) MulWithM(m *Mat44) *Mat44

MulWithM ...

func (*Mat44) MulWithV

func (pointer *Mat44) MulWithV(v *Vec3) *Vec3

MulWithV ...

func (*Mat44) MulWithVec4V

func (pointer *Mat44) MulWithVec4V(v *Vec4) *Vec4

MulWithVec4V ...

type Mat4List

type Mat4List struct {
	// contains filtered or unexported fields
}

Mat4List ...

func NewMat4List

func NewMat4List() *Mat4List

NewMat4List ...

func NewMat4ListWithSequence

func NewMat4ListWithSequence(sequence GoSliceOfMat4) *Mat4List

NewMat4ListWithSequence ...

func (*Mat4List) At

func (pointer *Mat4List) At(idx int32) *Mat4

At ...

func (*Mat4List) Clear

func (pointer *Mat4List) Clear()

Clear ...

func (*Mat4List) Free

func (pointer *Mat4List) Free()

Free ...

func (*Mat4List) Get

func (pointer *Mat4List) Get(id int) *Mat4

Get ...

func (*Mat4List) IsNil

func (pointer *Mat4List) IsNil() bool

IsNil ...

func (*Mat4List) Len

func (pointer *Mat4List) Len() int32

Len ...

func (*Mat4List) PushBack

func (pointer *Mat4List) PushBack(v *Mat4)

PushBack ...

func (*Mat4List) Reserve

func (pointer *Mat4List) Reserve(size int32)

Reserve ...

func (*Mat4List) Set

func (pointer *Mat4List) Set(id int, v *Mat4)

Set ...

func (*Mat4List) Size

func (pointer *Mat4List) Size() int32

Size ...

type Material

type Material struct {
	// contains filtered or unexported fields
}

Material High-level description of visual aspects of a surface. A material is comprised of a harfang.PipelineProgramRef, per-uniform value or texture, and a harfang.RenderState. See [harfang.man.ForwardPipeline] and [harfang.man.PipelineShader].

func CreateMaterial

func CreateMaterial(prg *PipelineProgramRef) *Material

CreateMaterial Helper function to create a material. See harfang.SetMaterialProgram, harfang.SetMaterialValue and harfang.SetMaterialTexture.

func CreateMaterialWithValueName0Value0ValueName1Value1

func CreateMaterialWithValueName0Value0ValueName1Value1(prg *PipelineProgramRef, valuename0 string, value0 *Vec4, valuename1 string, value1 *Vec4) *Material

CreateMaterialWithValueName0Value0ValueName1Value1 Helper function to create a material. See harfang.SetMaterialProgram, harfang.SetMaterialValue and harfang.SetMaterialTexture.

func CreateMaterialWithValueNameValue

func CreateMaterialWithValueNameValue(prg *PipelineProgramRef, valuename string, value *Vec4) *Material

CreateMaterialWithValueNameValue Helper function to create a material. See harfang.SetMaterialProgram, harfang.SetMaterialValue and harfang.SetMaterialTexture.

func NewMaterial

func NewMaterial() *Material

NewMaterial High-level description of visual aspects of a surface. A material is comprised of a harfang.PipelineProgramRef, per-uniform value or texture, and a harfang.RenderState. See [harfang.man.ForwardPipeline] and [harfang.man.PipelineShader].

func (*Material) Free

func (pointer *Material) Free()

Free ...

func (*Material) IsNil

func (pointer *Material) IsNil() bool

IsNil ...

type MaterialList

type MaterialList struct {
	// contains filtered or unexported fields
}

MaterialList ...

func NewMaterialList

func NewMaterialList() *MaterialList

NewMaterialList ...

func NewMaterialListWithSequence

func NewMaterialListWithSequence(sequence GoSliceOfMaterial) *MaterialList

NewMaterialListWithSequence ...

func (*MaterialList) At

func (pointer *MaterialList) At(idx int32) *Material

At ...

func (*MaterialList) Clear

func (pointer *MaterialList) Clear()

Clear ...

func (*MaterialList) Free

func (pointer *MaterialList) Free()

Free ...

func (*MaterialList) Get

func (pointer *MaterialList) Get(id int) *Material

Get ...

func (*MaterialList) IsNil

func (pointer *MaterialList) IsNil() bool

IsNil ...

func (*MaterialList) Len

func (pointer *MaterialList) Len() int32

Len ...

func (*MaterialList) PushBack

func (pointer *MaterialList) PushBack(v *Material)

PushBack ...

func (*MaterialList) Reserve

func (pointer *MaterialList) Reserve(size int32)

Reserve ...

func (*MaterialList) Set

func (pointer *MaterialList) Set(id int, v *Material)

Set ...

func (*MaterialList) Size

func (pointer *MaterialList) Size() int32

Size ...

type MaterialRef

type MaterialRef struct {
	// contains filtered or unexported fields
}

MaterialRef Reference to a harfang.Material inside a harfang.PipelineResources object.

func (*MaterialRef) Eq

func (pointer *MaterialRef) Eq(m *MaterialRef) bool

Eq ...

func (*MaterialRef) Free

func (pointer *MaterialRef) Free()

Free ...

func (*MaterialRef) IsNil

func (pointer *MaterialRef) IsNil() bool

IsNil ...

func (*MaterialRef) Ne

func (pointer *MaterialRef) Ne(m *MaterialRef) bool

Ne ...

type MinMax

type MinMax struct {
	// contains filtered or unexported fields
}

MinMax 3D bounding volume defined by a minimum and maximum position.

func MinMaxFromPositionSize

func MinMaxFromPositionSize(position *Vec3, size *Vec3) *MinMax

MinMaxFromPositionSize Set `min = p - size/2` and `max = p + size/2`.

func NewMinMax

func NewMinMax() *MinMax

NewMinMax 3D bounding volume defined by a minimum and maximum position.

func NewMinMaxWithMinMax

func NewMinMaxWithMinMax(min *Vec3, max *Vec3) *MinMax

NewMinMaxWithMinMax 3D bounding volume defined by a minimum and maximum position.

func Union

func Union(minmaxa *MinMax, minmaxb *MinMax) *MinMax

Union Compute the union of this bounding volume with another volume or a 3d position.

func UnionWithMinmaxPosition

func UnionWithMinmaxPosition(minmax *MinMax, position *Vec3) *MinMax

UnionWithMinmaxPosition Compute the union of this bounding volume with another volume or a 3d position.

func (*MinMax) Eq

func (pointer *MinMax) Eq(minmax *MinMax) bool

Eq ...

func (*MinMax) Free

func (pointer *MinMax) Free()

Free ...

func (*MinMax) GetMn

func (pointer *MinMax) GetMn() *Vec3

GetMn ...

func (*MinMax) GetMx

func (pointer *MinMax) GetMx() *Vec3

GetMx ...

func (*MinMax) IsNil

func (pointer *MinMax) IsNil() bool

IsNil ...

func (*MinMax) Mul

func (pointer *MinMax) Mul(m *Mat4) *MinMax

Mul ...

func (*MinMax) Ne

func (pointer *MinMax) Ne(minmax *MinMax) bool

Ne ...

func (*MinMax) SetMn

func (pointer *MinMax) SetMn(v *Vec3)

SetMn ...

func (*MinMax) SetMx

func (pointer *MinMax) SetMx(v *Vec3)

SetMx ...

type Model

type Model struct {
	// contains filtered or unexported fields
}

Model Runtime version of a harfang.Geometry. A model can be drawn to screen by calling harfang.DrawModel or by assigning it to the harfang.Object component of a node. To programmatically create a model see harfang.ModelBuilder.

func CreateCapsuleModel

func CreateCapsuleModel(decl *VertexLayout, radius float32, height float32, subdivx int32, subdivy int32) *Model

CreateCapsuleModel Create a capsule render model. See harfang.CreateCubeModel, harfang.CreateConeModel, harfang.CreateCylinderModel, harfang.CreatePlaneModel, harfang.CreateSphereModel and harfang.DrawModel.

func CreateConeModel

func CreateConeModel(decl *VertexLayout, radius float32, height float32, subdivx int32) *Model

CreateConeModel Create a cone render model. See harfang.CreateCubeModel, harfang.CreateConeModel, harfang.CreateCylinderModel, harfang.CreatePlaneModel, harfang.CreateSphereModel and harfang.DrawModel.

func CreateCylinderModel

func CreateCylinderModel(decl *VertexLayout, radius float32, height float32, subdivx int32) *Model

CreateCylinderModel Create a cylinder render model. See harfang.CreateCubeModel, harfang.CreateConeModel, harfang.CreateCylinderModel, harfang.CreatePlaneModel, harfang.CreateSphereModel and harfang.DrawModel.

func CreatePlaneModel

func CreatePlaneModel(decl *VertexLayout, width float32, length float32, subdivx int32, subdivz int32) *Model

CreatePlaneModel Create a plane render model.

func CreateSphereModel

func CreateSphereModel(decl *VertexLayout, radius float32, subdivx int32, subdivy int32) *Model

CreateSphereModel Create a sphere render model. See harfang.CreateCubeModel, harfang.CreateConeModel, harfang.CreateCylinderModel, harfang.CreatePlaneModel, harfang.CreateSphereModel and harfang.DrawModel.

func LoadModelFromAssets

func LoadModelFromAssets(name string) *Model

LoadModelFromAssets Load a render model from the assets system. See harfang.DrawModel and [harfang.man.Assets].

func LoadModelFromFile

func LoadModelFromFile(path string) *Model

LoadModelFromFile Load a render model from the local filesystem.

func (*Model) Free

func (pointer *Model) Free()

Free ...

func (*Model) IsNil

func (pointer *Model) IsNil() bool

IsNil ...

type ModelBuilder

type ModelBuilder struct {
	// contains filtered or unexported fields
}

ModelBuilder Use the model builder to programmatically build models at runtime. The input data is optimized upon submission.

func NewModelBuilder

func NewModelBuilder() *ModelBuilder

NewModelBuilder Use the model builder to programmatically build models at runtime. The input data is optimized upon submission.

func (*ModelBuilder) AddPolygon

func (pointer *ModelBuilder) AddPolygon(idxs *Uint32TList)

AddPolygon ...

func (*ModelBuilder) AddQuad

func (pointer *ModelBuilder) AddQuad(a uint32, b uint32, c uint32, d uint32)

AddQuad ...

func (*ModelBuilder) AddTriangle

func (pointer *ModelBuilder) AddTriangle(a uint32, b uint32, c uint32)

AddTriangle ...

func (*ModelBuilder) AddVertex

func (pointer *ModelBuilder) AddVertex(vtx *Vertex) uint32

AddVertex Add a vertex to the builder database. Use the returned optimized index to submit primitives using methods such as harfang.ModelBuilder_AddTriangle.

func (*ModelBuilder) Clear

func (pointer *ModelBuilder) Clear()

Clear Clear all submitted data up to this point.

func (*ModelBuilder) EndList

func (pointer *ModelBuilder) EndList(material uint16)

EndList End the current primitive list and start a new one.

func (*ModelBuilder) Free

func (pointer *ModelBuilder) Free()

Free ...

func (*ModelBuilder) GetCurrentListIndexCount

func (pointer *ModelBuilder) GetCurrentListIndexCount() int32

GetCurrentListIndexCount Return the number of indexes in the current list. See harfang.ModelBuilder_EndList.

func (*ModelBuilder) IsNil

func (pointer *ModelBuilder) IsNil() bool

IsNil ...

func (*ModelBuilder) MakeModel

func (pointer *ModelBuilder) MakeModel(decl *VertexLayout) *Model

MakeModel Create a model from all data submitted up to this point.

type ModelRef

type ModelRef struct {
	// contains filtered or unexported fields
}

ModelRef Reference to a harfang.Model inside a harfang.PipelineResources object. See harfang.LoadModelFromFile, harfang.LoadModelFromAssets and harfang.PipelineResources_AddModel.

func (*ModelRef) Eq

func (pointer *ModelRef) Eq(m *ModelRef) bool

Eq ...

func (*ModelRef) Free

func (pointer *ModelRef) Free()

Free ...

func (*ModelRef) IsNil

func (pointer *ModelRef) IsNil() bool

IsNil ...

func (*ModelRef) Ne

func (pointer *ModelRef) Ne(m *ModelRef) bool

Ne ...

type Monitor

type Monitor struct {
	// contains filtered or unexported fields
}

Monitor ...

func (*Monitor) Free

func (pointer *Monitor) Free()

Free ...

func (*Monitor) IsNil

func (pointer *Monitor) IsNil() bool

IsNil ...

type MonitorList

type MonitorList struct {
	// contains filtered or unexported fields
}

MonitorList ...

func GetMonitors

func GetMonitors() *MonitorList

GetMonitors Return a list of monitors connected to the system.

func NewMonitorList

func NewMonitorList() *MonitorList

NewMonitorList ...

func NewMonitorListWithSequence

func NewMonitorListWithSequence(sequence GoSliceOfMonitor) *MonitorList

NewMonitorListWithSequence ...

func (*MonitorList) At

func (pointer *MonitorList) At(idx int32) *Monitor

At ...

func (*MonitorList) Clear

func (pointer *MonitorList) Clear()

Clear ...

func (*MonitorList) Free

func (pointer *MonitorList) Free()

Free ...

func (*MonitorList) Get

func (pointer *MonitorList) Get(id int) *Monitor

Get ...

func (*MonitorList) IsNil

func (pointer *MonitorList) IsNil() bool

IsNil ...

func (*MonitorList) Len

func (pointer *MonitorList) Len() int32

Len ...

func (*MonitorList) PushBack

func (pointer *MonitorList) PushBack(v *Monitor)

PushBack ...

func (*MonitorList) Reserve

func (pointer *MonitorList) Reserve(size int32)

Reserve ...

func (*MonitorList) Set

func (pointer *MonitorList) Set(id int, v *Monitor)

Set ...

func (*MonitorList) Size

func (pointer *MonitorList) Size() int32

Size ...

type MonitorMode

type MonitorMode struct {
	// contains filtered or unexported fields
}

MonitorMode ...

func (*MonitorMode) Free

func (pointer *MonitorMode) Free()

Free ...

func (*MonitorMode) GetFrequency

func (pointer *MonitorMode) GetFrequency() int32

GetFrequency ...

func (*MonitorMode) GetName

func (pointer *MonitorMode) GetName() string

GetName ...

func (*MonitorMode) GetRect

func (pointer *MonitorMode) GetRect() *IntRect

GetRect ...

func (*MonitorMode) GetRotation

func (pointer *MonitorMode) GetRotation() MonitorRotation

GetRotation ...

func (*MonitorMode) GetSupportedRotations

func (pointer *MonitorMode) GetSupportedRotations() uint8

GetSupportedRotations ...

func (*MonitorMode) IsNil

func (pointer *MonitorMode) IsNil() bool

IsNil ...

func (*MonitorMode) SetFrequency

func (pointer *MonitorMode) SetFrequency(v int32)

SetFrequency ...

func (*MonitorMode) SetName

func (pointer *MonitorMode) SetName(v string)

SetName ...

func (*MonitorMode) SetRect

func (pointer *MonitorMode) SetRect(v *IntRect)

SetRect ...

func (*MonitorMode) SetRotation

func (pointer *MonitorMode) SetRotation(v MonitorRotation)

SetRotation ...

func (*MonitorMode) SetSupportedRotations

func (pointer *MonitorMode) SetSupportedRotations(v uint8)

SetSupportedRotations ...

type MonitorModeList

type MonitorModeList struct {
	// contains filtered or unexported fields
}

MonitorModeList ...

func GetMonitorModes

func GetMonitorModes(monitor *Monitor) (bool, *MonitorModeList)

GetMonitorModes Return the list of supported monitor modes.

func NewMonitorModeList

func NewMonitorModeList() *MonitorModeList

NewMonitorModeList ...

func NewMonitorModeListWithSequence

func NewMonitorModeListWithSequence(sequence GoSliceOfMonitorMode) *MonitorModeList

NewMonitorModeListWithSequence ...

func (*MonitorModeList) At

func (pointer *MonitorModeList) At(idx int32) *MonitorMode

At ...

func (*MonitorModeList) Clear

func (pointer *MonitorModeList) Clear()

Clear ...

func (*MonitorModeList) Free

func (pointer *MonitorModeList) Free()

Free ...

func (*MonitorModeList) Get

func (pointer *MonitorModeList) Get(id int) *MonitorMode

Get ...

func (*MonitorModeList) IsNil

func (pointer *MonitorModeList) IsNil() bool

IsNil ...

func (*MonitorModeList) Len

func (pointer *MonitorModeList) Len() int32

Len ...

func (*MonitorModeList) PushBack

func (pointer *MonitorModeList) PushBack(v *MonitorMode)

PushBack ...

func (*MonitorModeList) Reserve

func (pointer *MonitorModeList) Reserve(size int32)

Reserve ...

func (*MonitorModeList) Set

func (pointer *MonitorModeList) Set(id int, v *MonitorMode)

Set ...

func (*MonitorModeList) Size

func (pointer *MonitorModeList) Size() int32

Size ...

type MonitorRotation

type MonitorRotation uint8

MonitorRotation ...

type Mouse

type Mouse struct {
	// contains filtered or unexported fields
}

Mouse Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetMouseNames to query for available mouse devices.

func NewMouse

func NewMouse() *Mouse

NewMouse Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetMouseNames to query for available mouse devices.

func NewMouseWithName

func NewMouseWithName(name string) *Mouse

NewMouseWithName Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetMouseNames to query for available mouse devices.

func (*Mouse) Down

func (pointer *Mouse) Down(button int32) bool

Down ...

func (*Mouse) DtX

func (pointer *Mouse) DtX() int32

DtX ...

func (*Mouse) DtY

func (pointer *Mouse) DtY() int32

DtY ...

func (*Mouse) Free

func (pointer *Mouse) Free()

Free ...

func (*Mouse) GetOldState

func (pointer *Mouse) GetOldState() *MouseState

GetOldState ...

func (*Mouse) GetState

func (pointer *Mouse) GetState() *MouseState

GetState ...

func (*Mouse) HWheel

func (pointer *Mouse) HWheel() int32

HWheel ...

func (*Mouse) IsNil

func (pointer *Mouse) IsNil() bool

IsNil ...

func (*Mouse) Pressed

func (pointer *Mouse) Pressed(button int32) bool

Pressed ...

func (*Mouse) Released

func (pointer *Mouse) Released(button int32) bool

Released ...

func (*Mouse) Update

func (pointer *Mouse) Update()

Update ...

func (*Mouse) Wheel

func (pointer *Mouse) Wheel() int32

Wheel ...

func (*Mouse) X

func (pointer *Mouse) X() int32

X ...

func (*Mouse) Y

func (pointer *Mouse) Y() int32

Y ...

type MouseButton

type MouseButton int32

MouseButton ...

type MouseState

type MouseState struct {
	// contains filtered or unexported fields
}

MouseState ...

func ReadMouse

func ReadMouse() *MouseState

ReadMouse Read the current state of a named mouse. If no name is passed, `default` is implied. See harfang.GetMouseNames.

func ReadMouseWithName

func ReadMouseWithName(name string) *MouseState

ReadMouseWithName Read the current state of a named mouse. If no name is passed, `default` is implied. See harfang.GetMouseNames.

func (*MouseState) Button

func (pointer *MouseState) Button(btn MouseButton) bool

Button ...

func (*MouseState) Free

func (pointer *MouseState) Free()

Free ...

func (*MouseState) HWheel

func (pointer *MouseState) HWheel() int32

HWheel ...

func (*MouseState) IsNil

func (pointer *MouseState) IsNil() bool

IsNil ...

func (*MouseState) Wheel

func (pointer *MouseState) Wheel() int32

Wheel ...

func (*MouseState) X

func (pointer *MouseState) X() int32

X ...

func (*MouseState) Y

func (pointer *MouseState) Y() int32

Y ...

type Node

type Node struct {
	// contains filtered or unexported fields
}

Node The base element of a scene, see [harfang.man.Scene].

func CreateCamera

func CreateCamera(scene *Scene, mtx *Mat4, znear float32, zfar float32) *Node

CreateCamera Create a new harfang.Node with a harfang.Transform and harfang.Camera components.

func CreateCameraWithFov

func CreateCameraWithFov(scene *Scene, mtx *Mat4, znear float32, zfar float32, fov float32) *Node

CreateCameraWithFov Create a new harfang.Node with a harfang.Transform and harfang.Camera components.

func CreateInstanceFromAssets

func CreateInstanceFromAssets(scene *Scene, mtx *Mat4, name string, resources *PipelineResources, pipeline *PipelineInfo) (*Node, *bool)

CreateInstanceFromAssets Helper function to create a harfang.Node with a harfang.Transform and an harfang.Instance component. The instance component will be setup and its resources loaded from the assets system. See [harfang.man.Assets].

func CreateInstanceFromAssetsWithFlags

func CreateInstanceFromAssetsWithFlags(scene *Scene, mtx *Mat4, name string, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) (*Node, *bool)

CreateInstanceFromAssetsWithFlags Helper function to create a harfang.Node with a harfang.Transform and an harfang.Instance component. The instance component will be setup and its resources loaded from the assets system. See [harfang.man.Assets].

func CreateInstanceFromFile

func CreateInstanceFromFile(scene *Scene, mtx *Mat4, name string, resources *PipelineResources, pipeline *PipelineInfo) (*Node, *bool)

CreateInstanceFromFile Helper function to create a harfang.Node with a harfang.Transform and an harfang.Instance component. The instance component will be setup and its resources loaded from the local filesystem. See [harfang.man.Assets].

func CreateInstanceFromFileWithFlags

func CreateInstanceFromFileWithFlags(scene *Scene, mtx *Mat4, name string, resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) (*Node, *bool)

CreateInstanceFromFileWithFlags Helper function to create a harfang.Node with a harfang.Transform and an harfang.Instance component. The instance component will be setup and its resources loaded from the local filesystem. See [harfang.man.Assets].

func CreateLinearLight

func CreateLinearLight(scene *Scene, mtx *Mat4) *Node

CreateLinearLight Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuse

func CreateLinearLightWithDiffuse(scene *Scene, mtx *Mat4, diffuse *Color) *Node

CreateLinearLightWithDiffuse Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseDiffuseIntensity

func CreateLinearLightWithDiffuseDiffuseIntensity(scene *Scene, mtx *Mat4, diffuse *Color, diffuseintensity float32) *Node

CreateLinearLightWithDiffuseDiffuseIntensity Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseDiffuseIntensitySpecular

func CreateLinearLightWithDiffuseDiffuseIntensitySpecular(scene *Scene, mtx *Mat4, diffuse *Color, diffuseintensity float32, specular *Color) *Node

CreateLinearLightWithDiffuseDiffuseIntensitySpecular Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity(scene *Scene, mtx *Mat4, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32) *Node

CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority(scene *Scene, mtx *Mat4, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32) *Node

CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType(scene *Scene, mtx *Mat4, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType) *Node

CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBiasPssmSplit

func CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBiasPssmSplit(scene *Scene, mtx *Mat4, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType, shadowbias float32, pssmsplit *Vec4) *Node

CreateLinearLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBiasPssmSplit Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseSpecular

func CreateLinearLightWithDiffuseSpecular(scene *Scene, mtx *Mat4, diffuse *Color, specular *Color) *Node

CreateLinearLightWithDiffuseSpecular Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseSpecularPriority

func CreateLinearLightWithDiffuseSpecularPriority(scene *Scene, mtx *Mat4, diffuse *Color, specular *Color, priority float32) *Node

CreateLinearLightWithDiffuseSpecularPriority Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseSpecularPriorityShadowType

func CreateLinearLightWithDiffuseSpecularPriorityShadowType(scene *Scene, mtx *Mat4, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType) *Node

CreateLinearLightWithDiffuseSpecularPriorityShadowType Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateLinearLightWithDiffuseSpecularPriorityShadowTypeShadowBiasPssmSplit

func CreateLinearLightWithDiffuseSpecularPriorityShadowTypeShadowBiasPssmSplit(scene *Scene, mtx *Mat4, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType, shadowbias float32, pssmsplit *Vec4) *Node

CreateLinearLightWithDiffuseSpecularPriorityShadowTypeShadowBiasPssmSplit Helper function to create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateObject

func CreateObject(scene *Scene, mtx *Mat4, model *ModelRef, materials *MaterialList) *Node

CreateObject Create a harfang.Node with a harfang.Transform and harfang.Object components.

func CreateObjectWithSliceOfMaterials

func CreateObjectWithSliceOfMaterials(scene *Scene, mtx *Mat4, model *ModelRef, SliceOfmaterials GoSliceOfMaterial) *Node

CreateObjectWithSliceOfMaterials Create a harfang.Node with a harfang.Transform and harfang.Object components.

func CreateOrthographicCamera

func CreateOrthographicCamera(scene *Scene, mtx *Mat4, znear float32, zfar float32) *Node

CreateOrthographicCamera Create a harfang.Node with a harfang.Transform and a harfang.Camera component.

func CreateOrthographicCameraWithSize

func CreateOrthographicCameraWithSize(scene *Scene, mtx *Mat4, znear float32, zfar float32, size float32) *Node

CreateOrthographicCameraWithSize Create a harfang.Node with a harfang.Transform and a harfang.Camera component.

func CreatePhysicCube

func CreatePhysicCube(scene *Scene, size *Vec3, mtx *Mat4, modelref *ModelRef, materials *MaterialList) *Node

CreatePhysicCube Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePhysicCubeWithMass

func CreatePhysicCubeWithMass(scene *Scene, size *Vec3, mtx *Mat4, modelref *ModelRef, materials *MaterialList, mass float32) *Node

CreatePhysicCubeWithMass Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePhysicCubeWithSliceOfMaterials

func CreatePhysicCubeWithSliceOfMaterials(scene *Scene, size *Vec3, mtx *Mat4, modelref *ModelRef, SliceOfmaterials GoSliceOfMaterial) *Node

CreatePhysicCubeWithSliceOfMaterials Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePhysicCubeWithSliceOfMaterialsMass

func CreatePhysicCubeWithSliceOfMaterialsMass(scene *Scene, size *Vec3, mtx *Mat4, modelref *ModelRef, SliceOfmaterials GoSliceOfMaterial, mass float32) *Node

CreatePhysicCubeWithSliceOfMaterialsMass Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePhysicSphere

func CreatePhysicSphere(scene *Scene, radius float32, mtx *Mat4, modelref *ModelRef, materials *MaterialList) *Node

CreatePhysicSphere Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePhysicSphereWithMass

func CreatePhysicSphereWithMass(scene *Scene, radius float32, mtx *Mat4, modelref *ModelRef, materials *MaterialList, mass float32) *Node

CreatePhysicSphereWithMass Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePhysicSphereWithSliceOfMaterials

func CreatePhysicSphereWithSliceOfMaterials(scene *Scene, radius float32, mtx *Mat4, modelref *ModelRef, SliceOfmaterials GoSliceOfMaterial) *Node

CreatePhysicSphereWithSliceOfMaterials Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePhysicSphereWithSliceOfMaterialsMass

func CreatePhysicSphereWithSliceOfMaterialsMass(scene *Scene, radius float32, mtx *Mat4, modelref *ModelRef, SliceOfmaterials GoSliceOfMaterial, mass float32) *Node

CreatePhysicSphereWithSliceOfMaterialsMass Create a harfang.Node with a harfang.Transform, harfang.Object and harfang.RigidBody components.

func CreatePointLight

func CreatePointLight(scene *Scene, mtx *Mat4, radius float32) *Node

CreatePointLight Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuse

func CreatePointLightWithDiffuse(scene *Scene, mtx *Mat4, radius float32, diffuse *Color) *Node

CreatePointLightWithDiffuse Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseDiffuseIntensity

func CreatePointLightWithDiffuseDiffuseIntensity(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, diffuseintensity float32) *Node

CreatePointLightWithDiffuseDiffuseIntensity Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseDiffuseIntensitySpecular

func CreatePointLightWithDiffuseDiffuseIntensitySpecular(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, diffuseintensity float32, specular *Color) *Node

CreatePointLightWithDiffuseDiffuseIntensitySpecular Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32) *Node

CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32) *Node

CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType) *Node

CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias

func CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType, shadowbias float32) *Node

CreatePointLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseSpecular

func CreatePointLightWithDiffuseSpecular(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, specular *Color) *Node

CreatePointLightWithDiffuseSpecular Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseSpecularPriority

func CreatePointLightWithDiffuseSpecularPriority(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, specular *Color, priority float32) *Node

CreatePointLightWithDiffuseSpecularPriority Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseSpecularPriorityShadowType

func CreatePointLightWithDiffuseSpecularPriorityShadowType(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType) *Node

CreatePointLightWithDiffuseSpecularPriorityShadowType Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreatePointLightWithDiffuseSpecularPriorityShadowTypeShadowBias

func CreatePointLightWithDiffuseSpecularPriorityShadowTypeShadowBias(scene *Scene, mtx *Mat4, radius float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType, shadowbias float32) *Node

CreatePointLightWithDiffuseSpecularPriorityShadowTypeShadowBias Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSceneRootNode

func CreateSceneRootNode(scene *Scene, name string, mtx *Mat4) *Node

CreateSceneRootNode Helper function to create a harfang.Node with a harfang.Transform component then parent all root nodes in the scene to it.

func CreateScript

func CreateScript(scene *Scene) *Node

CreateScript Helper function to create a harfang.Node with a harfang.Script component.

func CreateScriptWithPath

func CreateScriptWithPath(scene *Scene, path string) *Node

CreateScriptWithPath Helper function to create a harfang.Node with a harfang.Script component.

func CreateSpotLight

func CreateSpotLight(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32) *Node

CreateSpotLight Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuse

func CreateSpotLightWithDiffuse(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color) *Node

CreateSpotLightWithDiffuse Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseDiffuseIntensity

func CreateSpotLightWithDiffuseDiffuseIntensity(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32) *Node

CreateSpotLightWithDiffuseDiffuseIntensity Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseDiffuseIntensitySpecular

func CreateSpotLightWithDiffuseDiffuseIntensitySpecular(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color) *Node

CreateSpotLightWithDiffuseDiffuseIntensitySpecular Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32) *Node

CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensity Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32) *Node

CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriority Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType) *Node

CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowType Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias

func CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType, shadowbias float32) *Node

CreateSpotLightWithDiffuseDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseSpecular

func CreateSpotLightWithDiffuseSpecular(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color) *Node

CreateSpotLightWithDiffuseSpecular Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseSpecularPriority

func CreateSpotLightWithDiffuseSpecularPriority(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color, priority float32) *Node

CreateSpotLightWithDiffuseSpecularPriority Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseSpecularPriorityShadowType

func CreateSpotLightWithDiffuseSpecularPriorityShadowType(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType) *Node

CreateSpotLightWithDiffuseSpecularPriorityShadowType Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func CreateSpotLightWithDiffuseSpecularPriorityShadowTypeShadowBias

func CreateSpotLightWithDiffuseSpecularPriorityShadowTypeShadowBias(scene *Scene, mtx *Mat4, radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType, shadowbias float32) *Node

CreateSpotLightWithDiffuseSpecularPriorityShadowTypeShadowBias Create a harfang.Node with a harfang.Transform and a harfang.Light component.

func DuplicateNodeFromAssets

func DuplicateNodeFromAssets(scene *Scene, node *Node, resources *PipelineResources, pipeline *PipelineInfo) *Node

DuplicateNodeFromAssets Duplicate a node. Resources will be loaded from the assets system. See [harfang.man.Assets].

func DuplicateNodeFromFile

func DuplicateNodeFromFile(scene *Scene, node *Node, resources *PipelineResources, pipeline *PipelineInfo) *Node

DuplicateNodeFromFile Duplicate a node. Resources will be loaded from the local filesystem. See [harfang.man.Assets].

func (*Node) ComputeCameraViewState

func (pointer *Node) ComputeCameraViewState(aspectratio *Vec2) *ViewState

ComputeCameraViewState ...

func (*Node) ComputeWorld

func (pointer *Node) ComputeWorld() *Mat4

ComputeWorld ...

func (*Node) DestroyInstance

func (pointer *Node) DestroyInstance()

DestroyInstance ...

func (*Node) Disable

func (pointer *Node) Disable()

Disable ...

func (*Node) Enable

func (pointer *Node) Enable()

Enable ...

func (*Node) Eq

func (pointer *Node) Eq(n *Node) bool

Eq ...

func (*Node) Free

func (pointer *Node) Free()

Free ...

func (*Node) GetCamera

func (pointer *Node) GetCamera() *Camera

GetCamera Return the harfang.Camera component of the node.

func (*Node) GetCollision

func (pointer *Node) GetCollision(slot int32) *Collision

GetCollision Return the harfang.Collision component attached to the harfang.Node at the desired `slot`.

func (*Node) GetCollisionCount

func (pointer *Node) GetCollisionCount() int32

GetCollisionCount Return the amount of harfang.Collision components of a harfang.Node.

func (*Node) GetFlags

func (pointer *Node) GetFlags() uint32

GetFlags ...

func (*Node) GetInstance

func (pointer *Node) GetInstance() *Instance

GetInstance Return the harfang.Instance component of a harfang.Node.

func (*Node) GetInstanceSceneAnim

func (pointer *Node) GetInstanceSceneAnim(path string) *SceneAnimRef

GetInstanceSceneAnim ...

func (*Node) GetInstanceSceneView

func (pointer *Node) GetInstanceSceneView() *SceneView

GetInstanceSceneView ...

func (*Node) GetLight

func (pointer *Node) GetLight() *Light

GetLight Return the harfang.Light component of the node.

func (*Node) GetMinMax

func (pointer *Node) GetMinMax(resources *PipelineResources) (bool, *MinMax)

GetMinMax ...

func (*Node) GetName

func (pointer *Node) GetName() string

GetName Return the node name.

func (*Node) GetObject

func (pointer *Node) GetObject() *Object

GetObject Return harfang.Object component of the node.

func (*Node) GetRigidBody

func (pointer *Node) GetRigidBody() *RigidBody

GetRigidBody Return the harfang.RigidBody component of a harfang.Node.

func (*Node) GetScript

func (pointer *Node) GetScript(idx int32) *Script

GetScript ...

func (*Node) GetScriptCount

func (pointer *Node) GetScriptCount() int32

GetScriptCount ...

func (*Node) GetTransform

func (pointer *Node) GetTransform() *Transform

GetTransform Return the harfang.Transform component of the node.

func (*Node) GetUid

func (pointer *Node) GetUid() uint32

GetUid Return the unique ID.

func (*Node) GetWorld

func (pointer *Node) GetWorld() *Mat4

GetWorld ...

func (*Node) HasCamera

func (pointer *Node) HasCamera() bool

HasCamera Return `true` if the harfang.Node has a harfang.Camera component.

func (*Node) HasInstance

func (pointer *Node) HasInstance() bool

HasInstance Return `true` if the harfang.Node has an harfang.Instance component.

func (*Node) HasLight

func (pointer *Node) HasLight() bool

HasLight Return `true` if the harfang.Node has a harfang.Light component.

func (*Node) HasObject

func (pointer *Node) HasObject() bool

HasObject Return `true` if the harfang.Node has an harfang.Object (a geometry) component.

func (*Node) HasRigidBody

func (pointer *Node) HasRigidBody() bool

HasRigidBody Return `true` if the harfang.Node has a harfang.RigidBody component.

func (*Node) HasTransform

func (pointer *Node) HasTransform() bool

HasTransform Return `true` if the harfang.Node has a harfang.Transform component.

func (*Node) IsEnabled

func (pointer *Node) IsEnabled() bool

IsEnabled ...

func (*Node) IsInstantiatedBy

func (pointer *Node) IsInstantiatedBy() *Node

IsInstantiatedBy ...

func (*Node) IsItselfEnabled

func (pointer *Node) IsItselfEnabled() bool

IsItselfEnabled ...

func (*Node) IsNil

func (pointer *Node) IsNil() bool

IsNil ...

func (*Node) IsValid

func (pointer *Node) IsValid() bool

IsValid Return `true` if the harfang.Node still exist.

func (*Node) RemoveCamera

func (pointer *Node) RemoveCamera()

RemoveCamera Remove the harfang.Camera component from the harfang.Node.

func (*Node) RemoveCollision

func (pointer *Node) RemoveCollision(c *Collision)

RemoveCollision Remove the harfang.Collision component attached to the `slot` of the harfang.Node.

func (*Node) RemoveCollisionWithSlot

func (pointer *Node) RemoveCollisionWithSlot(slot int32)

RemoveCollisionWithSlot Remove the harfang.Collision component attached to the `slot` of the harfang.Node.

func (*Node) RemoveLight

func (pointer *Node) RemoveLight()

RemoveLight Remove the harfang.Light component from the harfang.Node.

func (*Node) RemoveObject

func (pointer *Node) RemoveObject()

RemoveObject Remove the harfang.Object component from the harfang.Node.

func (*Node) RemoveRigidBody

func (pointer *Node) RemoveRigidBody()

RemoveRigidBody Remove the harfang.RigidBody component from the harfang.Node.

func (*Node) RemoveScript

func (pointer *Node) RemoveScript(s *Script)

RemoveScript ...

func (*Node) RemoveScriptWithSlot

func (pointer *Node) RemoveScriptWithSlot(slot int32)

RemoveScriptWithSlot ...

func (*Node) RemoveTransform

func (pointer *Node) RemoveTransform()

RemoveTransform Remove the harfang.Transform component from the harfang.Node.

func (*Node) SetCamera

func (pointer *Node) SetCamera(c *Camera)

SetCamera Set the harfang.Camera component of a node. See harfang.Scene_CreateCamera.

func (*Node) SetCollision

func (pointer *Node) SetCollision(slot int32, c *Collision)

SetCollision Set the harfang.Collision component of a harfang.Node at the desired `slot`. This is how you combine several collision shapes on a single node.

func (*Node) SetFlags

func (pointer *Node) SetFlags(flags uint32)

SetFlags ...

func (*Node) SetInstance

func (pointer *Node) SetInstance(instance *Instance)

SetInstance Set the harfang.Instance component of a harfang.Node.

func (*Node) SetLight

func (pointer *Node) SetLight(l *Light)

SetLight Set the harfang.Light component of a node. See harfang.Scene_CreateLight, harfang.Scene_CreatePointLight, harfang.Scene_CreateSpotLight or harfang.Scene_CreateLinearLight.

func (*Node) SetName

func (pointer *Node) SetName(name string)

SetName Set the node name.

func (*Node) SetObject

func (pointer *Node) SetObject(o *Object)

SetObject Set the harfang.Object component of a node. See harfang.Scene_CreateObject.

func (*Node) SetRigidBody

func (pointer *Node) SetRigidBody(b *RigidBody)

SetRigidBody Set the harfang.RigidBody component of a node.

func (*Node) SetScript

func (pointer *Node) SetScript(idx int32, s *Script)

SetScript ...

func (*Node) SetTransform

func (pointer *Node) SetTransform(t *Transform)

SetTransform Set the harfang.Transform component of a node. See harfang.Scene_CreateTransform.

func (*Node) SetWorld

func (pointer *Node) SetWorld(world *Mat4)

SetWorld ...

func (*Node) SetupInstanceFromAssets

func (pointer *Node) SetupInstanceFromAssets(resources *PipelineResources, pipeline *PipelineInfo) bool

SetupInstanceFromAssets ...

func (*Node) SetupInstanceFromAssetsWithFlags

func (pointer *Node) SetupInstanceFromAssetsWithFlags(resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

SetupInstanceFromAssetsWithFlags ...

func (*Node) SetupInstanceFromFile

func (pointer *Node) SetupInstanceFromFile(resources *PipelineResources, pipeline *PipelineInfo) bool

SetupInstanceFromFile ...

func (*Node) SetupInstanceFromFileWithFlags

func (pointer *Node) SetupInstanceFromFileWithFlags(resources *PipelineResources, pipeline *PipelineInfo, flags LoadSaveSceneFlags) bool

SetupInstanceFromFileWithFlags ...

func (*Node) StartOnInstantiateAnim

func (pointer *Node) StartOnInstantiateAnim()

StartOnInstantiateAnim ...

func (*Node) StopOnInstantiateAnim

func (pointer *Node) StopOnInstantiateAnim()

StopOnInstantiateAnim ...

type NodeComponentIdx

type NodeComponentIdx int32

NodeComponentIdx ...

type NodeList

type NodeList struct {
	// contains filtered or unexported fields
}

NodeList ...

func DuplicateNodeAndChildrenFromAssets

func DuplicateNodeAndChildrenFromAssets(scene *Scene, node *Node, resources *PipelineResources, pipeline *PipelineInfo) *NodeList

DuplicateNodeAndChildrenFromAssets Duplicate a node and its child hierarchy. Resources will be loaded from the assets system. See [harfang.man.Assets].

func DuplicateNodeAndChildrenFromFile

func DuplicateNodeAndChildrenFromFile(scene *Scene, node *Node, resources *PipelineResources, pipeline *PipelineInfo) *NodeList

DuplicateNodeAndChildrenFromFile Duplicate a node and its child hierarchy. Resources will be loaded from the local filesystem. See [harfang.man.Assets].

func DuplicateNodesAndChildrenFromAssets

func DuplicateNodesAndChildrenFromAssets(scene *Scene, nodes *NodeList, resources *PipelineResources, pipeline *PipelineInfo) *NodeList

DuplicateNodesAndChildrenFromAssets Duplicate each node and children hierarchy of a list. Resources will be loaded from the assets system. See [harfang.man.Assets].

func DuplicateNodesAndChildrenFromFile

func DuplicateNodesAndChildrenFromFile(scene *Scene, nodes *NodeList, resources *PipelineResources, pipeline *PipelineInfo) *NodeList

DuplicateNodesAndChildrenFromFile Duplicate each node and children hierarchy of a list. Resources will be loaded from the local filesystem. See [harfang.man.Assets].

func DuplicateNodesFromAssets

func DuplicateNodesFromAssets(scene *Scene, nodes *NodeList, resources *PipelineResources, pipeline *PipelineInfo) *NodeList

DuplicateNodesFromAssets Duplicate each node of a list. Resources will be loaded from the assets system.

func DuplicateNodesFromFile

func DuplicateNodesFromFile(scene *Scene, nodes *NodeList, resources *PipelineResources, pipeline *PipelineInfo) *NodeList

DuplicateNodesFromFile Duplicate each node of a list. Resources will be loaded from the local filesystem. See [harfang.man.Assets].

func GetNodesInContact

func GetNodesInContact(scene *Scene, with *Node, nodepaircontacts *NodePairContacts) *NodeList

GetNodesInContact ...

func NewNodeList

func NewNodeList() *NodeList

NewNodeList ...

func NewNodeListWithSequence

func NewNodeListWithSequence(sequence GoSliceOfNode) *NodeList

NewNodeListWithSequence ...

func (*NodeList) At

func (pointer *NodeList) At(idx int32) *Node

At ...

func (*NodeList) Clear

func (pointer *NodeList) Clear()

Clear ...

func (*NodeList) Free

func (pointer *NodeList) Free()

Free ...

func (*NodeList) Get

func (pointer *NodeList) Get(id int) *Node

Get ...

func (*NodeList) IsNil

func (pointer *NodeList) IsNil() bool

IsNil ...

func (*NodeList) Len

func (pointer *NodeList) Len() int32

Len ...

func (*NodeList) PushBack

func (pointer *NodeList) PushBack(v *Node)

PushBack ...

func (*NodeList) Reserve

func (pointer *NodeList) Reserve(size int32)

Reserve ...

func (*NodeList) Set

func (pointer *NodeList) Set(id int, v *Node)

Set ...

func (*NodeList) Size

func (pointer *NodeList) Size() int32

Size ...

type NodePairContacts

type NodePairContacts struct {
	// contains filtered or unexported fields
}

NodePairContacts ...

func (*NodePairContacts) Free

func (pointer *NodePairContacts) Free()

Free ...

func (*NodePairContacts) IsNil

func (pointer *NodePairContacts) IsNil() bool

IsNil ...

type Object

type Object struct {
	// contains filtered or unexported fields
}

Object This components draws a harfang.Model. It stores the material table used to draw the model.

func (*Object) ClearModelRef

func (pointer *Object) ClearModelRef()

ClearModelRef ...

func (*Object) Eq

func (pointer *Object) Eq(o *Object) bool

Eq ...

func (*Object) Free

func (pointer *Object) Free()

Free ...

func (*Object) GetBone

func (pointer *Object) GetBone(idx int32) *Node

GetBone ...

func (*Object) GetBoneCount

func (pointer *Object) GetBoneCount() int32

GetBoneCount ...

func (*Object) GetMaterial

func (pointer *Object) GetMaterial(slotidx int32) *Material

GetMaterial Return the object harfang.Material at index.

func (*Object) GetMaterialCount

func (pointer *Object) GetMaterialCount() int32

GetMaterialCount Return the number of harfang.Material in the object material table.

func (*Object) GetMaterialName

func (pointer *Object) GetMaterialName(slotidx int32) string

GetMaterialName ...

func (*Object) GetMaterialWithName

func (pointer *Object) GetMaterialWithName(name string) *Material

GetMaterialWithName Return the object harfang.Material at index.

func (*Object) GetMinMax

func (pointer *Object) GetMinMax(resources *PipelineResources) (bool, *MinMax)

GetMinMax ...

func (*Object) GetModelRef

func (pointer *Object) GetModelRef() *ModelRef

GetModelRef Return the harfang.ModelRef to display.

func (*Object) IsNil

func (pointer *Object) IsNil() bool

IsNil ...

func (*Object) IsValid

func (pointer *Object) IsValid() bool

IsValid ...

func (*Object) SetBone

func (pointer *Object) SetBone(idx int32, node *Node) bool

SetBone ...

func (*Object) SetBoneCount

func (pointer *Object) SetBoneCount(count int32)

SetBoneCount ...

func (*Object) SetMaterial

func (pointer *Object) SetMaterial(slotidx int32, mat *Material)

SetMaterial Set the object harfang.Material at index.

func (*Object) SetMaterialCount

func (pointer *Object) SetMaterialCount(count int32)

SetMaterialCount Set the number of harfang.Material in the object material table.

func (*Object) SetMaterialName

func (pointer *Object) SetMaterialName(slotidx int32, name string)

SetMaterialName ...

func (*Object) SetModelRef

func (pointer *Object) SetModelRef(r *ModelRef)

SetModelRef Set the harfang.ModelRef to display.

type OpenVRAA

type OpenVRAA int32

OpenVRAA ...

type OpenVREye

type OpenVREye struct {
	// contains filtered or unexported fields
}

OpenVREye Matrices for a VR eye, see harfang.OpenVRState.

func (*OpenVREye) Free

func (pointer *OpenVREye) Free()

Free ...

func (*OpenVREye) GetOffset

func (pointer *OpenVREye) GetOffset() *Mat4

GetOffset ...

func (*OpenVREye) GetProjection

func (pointer *OpenVREye) GetProjection() *Mat44

GetProjection ...

func (*OpenVREye) IsNil

func (pointer *OpenVREye) IsNil() bool

IsNil ...

func (*OpenVREye) SetOffset

func (pointer *OpenVREye) SetOffset(v *Mat4)

SetOffset ...

func (*OpenVREye) SetProjection

func (pointer *OpenVREye) SetProjection(v *Mat44)

SetProjection ...

type OpenVREyeFrameBuffer

type OpenVREyeFrameBuffer struct {
	// contains filtered or unexported fields
}

OpenVREyeFrameBuffer Framebuffer for a VR eye. Render to two such buffer, one for each eye, before submitting them using harfang.OpenVRSubmitFrame.

func OpenVRCreateEyeFrameBuffer

func OpenVRCreateEyeFrameBuffer() *OpenVREyeFrameBuffer

OpenVRCreateEyeFrameBuffer Creates and returns an [harfang.man.VR] eye framebuffer, with the desired level of anti-aliasing. This function must be invoked twice, for the left and right eyes.

func OpenVRCreateEyeFrameBufferWithAa

func OpenVRCreateEyeFrameBufferWithAa(aa OpenVRAA) *OpenVREyeFrameBuffer

OpenVRCreateEyeFrameBufferWithAa Creates and returns an [harfang.man.VR] eye framebuffer, with the desired level of anti-aliasing. This function must be invoked twice, for the left and right eyes.

func (*OpenVREyeFrameBuffer) Free

func (pointer *OpenVREyeFrameBuffer) Free()

Free ...

func (*OpenVREyeFrameBuffer) GetHandle

func (pointer *OpenVREyeFrameBuffer) GetHandle() *FrameBufferHandle

GetHandle ...

func (*OpenVREyeFrameBuffer) IsNil

func (pointer *OpenVREyeFrameBuffer) IsNil() bool

IsNil ...

type OpenVRState

type OpenVRState struct {
	// contains filtered or unexported fields
}

OpenVRState OpenVR state including the body and head transformations, the left and right eye states and the render target dimensions expected by the backend.

func OpenVRGetState

func OpenVRGetState(body *Mat4, znear float32, zfar float32) *OpenVRState

OpenVRGetState Returns the current OpenVR state including the body, head and eye transformations.

func (*OpenVRState) Free

func (pointer *OpenVRState) Free()

Free ...

func (*OpenVRState) GetBody

func (pointer *OpenVRState) GetBody() *Mat4

GetBody ...

func (*OpenVRState) GetHead

func (pointer *OpenVRState) GetHead() *Mat4

GetHead ...

func (*OpenVRState) GetHeight

func (pointer *OpenVRState) GetHeight() uint32

GetHeight ...

func (*OpenVRState) GetInvHead

func (pointer *OpenVRState) GetInvHead() *Mat4

GetInvHead ...

func (*OpenVRState) GetLeft

func (pointer *OpenVRState) GetLeft() *OpenVREye

GetLeft ...

func (*OpenVRState) GetRight

func (pointer *OpenVRState) GetRight() *OpenVREye

GetRight ...

func (*OpenVRState) GetWidth

func (pointer *OpenVRState) GetWidth() uint32

GetWidth ...

func (*OpenVRState) IsNil

func (pointer *OpenVRState) IsNil() bool

IsNil ...

func (*OpenVRState) SetBody

func (pointer *OpenVRState) SetBody(v *Mat4)

SetBody ...

func (*OpenVRState) SetHead

func (pointer *OpenVRState) SetHead(v *Mat4)

SetHead ...

func (*OpenVRState) SetHeight

func (pointer *OpenVRState) SetHeight(v uint32)

SetHeight ...

func (*OpenVRState) SetInvHead

func (pointer *OpenVRState) SetInvHead(v *Mat4)

SetInvHead ...

func (*OpenVRState) SetLeft

func (pointer *OpenVRState) SetLeft(v *OpenVREye)

SetLeft ...

func (*OpenVRState) SetRight

func (pointer *OpenVRState) SetRight(v *OpenVREye)

SetRight ...

func (*OpenVRState) SetWidth

func (pointer *OpenVRState) SetWidth(v uint32)

SetWidth ...

type Picture

type Picture struct {
	// contains filtered or unexported fields
}

Picture The picture origin (0, 0) is in the top-left corner of its frame with the X and Y axises increasing toward the right and bottom. To load and save a picture use harfang.LoadPicture, harfang.LoadPNG or harfang.SavePNG. The harfang.Picture_SetData and harfang.Picture_GetData methods can be used to transfer data to and from a picture object.

func NewPicture

func NewPicture() *Picture

NewPicture The picture origin (0, 0) is in the top-left corner of its frame with the X and Y axises increasing toward the right and bottom. To load and save a picture use harfang.LoadPicture, harfang.LoadPNG or harfang.SavePNG. The harfang.Picture_SetData and harfang.Picture_GetData methods can be used to transfer data to and from a picture object.

func NewPictureWithDataWidthHeightFormat

func NewPictureWithDataWidthHeightFormat(data *VoidPointer, width uint16, height uint16, format PictureFormat) *Picture

NewPictureWithDataWidthHeightFormat The picture origin (0, 0) is in the top-left corner of its frame with the X and Y axises increasing toward the right and bottom. To load and save a picture use harfang.LoadPicture, harfang.LoadPNG or harfang.SavePNG. The harfang.Picture_SetData and harfang.Picture_GetData methods can be used to transfer data to and from a picture object.

func NewPictureWithPicture

func NewPictureWithPicture(picture *Picture) *Picture

NewPictureWithPicture The picture origin (0, 0) is in the top-left corner of its frame with the X and Y axises increasing toward the right and bottom. To load and save a picture use harfang.LoadPicture, harfang.LoadPNG or harfang.SavePNG. The harfang.Picture_SetData and harfang.Picture_GetData methods can be used to transfer data to and from a picture object.

func NewPictureWithWidthHeightFormat

func NewPictureWithWidthHeightFormat(width uint16, height uint16, format PictureFormat) *Picture

NewPictureWithWidthHeightFormat The picture origin (0, 0) is in the top-left corner of its frame with the X and Y axises increasing toward the right and bottom. To load and save a picture use harfang.LoadPicture, harfang.LoadPNG or harfang.SavePNG. The harfang.Picture_SetData and harfang.Picture_GetData methods can be used to transfer data to and from a picture object.

func (*Picture) CopyData

func (pointer *Picture) CopyData(data *VoidPointer, width uint16, height uint16, format PictureFormat)

CopyData ...

func (*Picture) Free

func (pointer *Picture) Free()

Free ...

func (*Picture) GetData

func (pointer *Picture) GetData() uintptr

GetData ...

func (*Picture) GetFormat

func (pointer *Picture) GetFormat() PictureFormat

GetFormat ...

func (*Picture) GetHeight

func (pointer *Picture) GetHeight() uint32

GetHeight Return the picture height.

func (*Picture) GetPixelRGBA

func (pointer *Picture) GetPixelRGBA(x uint16, y uint16) *Color

GetPixelRGBA ...

func (*Picture) GetWidth

func (pointer *Picture) GetWidth() uint32

GetWidth Return the picture width.

func (*Picture) IsNil

func (pointer *Picture) IsNil() bool

IsNil ...

func (*Picture) SetData

func (pointer *Picture) SetData(data *VoidPointer, width uint16, height uint16, format PictureFormat)

SetData ...

func (*Picture) SetPixelRGBA

func (pointer *Picture) SetPixelRGBA(x uint16, y uint16, col *Color)

SetPixelRGBA ...

type PictureFormat

type PictureFormat int32

PictureFormat ...

type Pipeline

type Pipeline struct {
	// contains filtered or unexported fields
}

Pipeline Rendering pipeline base class.

func CastForwardPipelineToPipeline

func CastForwardPipelineToPipeline(o *ForwardPipeline) *Pipeline

CastForwardPipelineToPipeline ...

func (*Pipeline) Free

func (pointer *Pipeline) Free()

Free ...

func (*Pipeline) IsNil

func (pointer *Pipeline) IsNil() bool

IsNil ...

type PipelineInfo

type PipelineInfo struct {
	// contains filtered or unexported fields
}

PipelineInfo ...

func GetForwardPipelineInfo

func GetForwardPipelineInfo() *PipelineInfo

GetForwardPipelineInfo Return the pipeline info object for the forward pipeline.

func (*PipelineInfo) Free

func (pointer *PipelineInfo) Free()

Free ...

func (*PipelineInfo) GetName

func (pointer *PipelineInfo) GetName() string

GetName ...

func (*PipelineInfo) IsNil

func (pointer *PipelineInfo) IsNil() bool

IsNil ...

func (*PipelineInfo) SetName

func (pointer *PipelineInfo) SetName(v string)

SetName ...

type PipelineProgram

type PipelineProgram struct {
	// contains filtered or unexported fields
}

PipelineProgram ...

func LoadPipelineProgramFromAssets

func LoadPipelineProgramFromAssets(name string, resources *PipelineResources, pipeline *PipelineInfo) *PipelineProgram

LoadPipelineProgramFromAssets Load a pipeline shader program from the assets system. See [harfang.man.Assets].

func LoadPipelineProgramFromFile

func LoadPipelineProgramFromFile(path string, resources *PipelineResources, pipeline *PipelineInfo) *PipelineProgram

LoadPipelineProgramFromFile Load a pipeline shader program from the local filesystem.

func (*PipelineProgram) Free

func (pointer *PipelineProgram) Free()

Free ...

func (*PipelineProgram) IsNil

func (pointer *PipelineProgram) IsNil() bool

IsNil ...

type PipelineProgramRef

type PipelineProgramRef struct {
	// contains filtered or unexported fields
}

PipelineProgramRef ...

func LoadPipelineProgramRefFromAssets

func LoadPipelineProgramRefFromAssets(name string, resources *PipelineResources, pipeline *PipelineInfo) *PipelineProgramRef

LoadPipelineProgramRefFromAssets ...

func LoadPipelineProgramRefFromFile

func LoadPipelineProgramRefFromFile(path string, resources *PipelineResources, pipeline *PipelineInfo) *PipelineProgramRef

LoadPipelineProgramRefFromFile ...

func (*PipelineProgramRef) Eq

func (pointer *PipelineProgramRef) Eq(p *PipelineProgramRef) bool

Eq ...

func (*PipelineProgramRef) Free

func (pointer *PipelineProgramRef) Free()

Free ...

func (*PipelineProgramRef) IsNil

func (pointer *PipelineProgramRef) IsNil() bool

IsNil ...

func (*PipelineProgramRef) Ne

func (pointer *PipelineProgramRef) Ne(p *PipelineProgramRef) bool

Ne ...

type PipelineResources

type PipelineResources struct {
	// contains filtered or unexported fields
}

PipelineResources ...

func NewPipelineResources

func NewPipelineResources() *PipelineResources

NewPipelineResources ...

func (*PipelineResources) AddModel

func (pointer *PipelineResources) AddModel(name string, mdl *Model) *ModelRef

AddModel ...

func (*PipelineResources) AddProgram

func (pointer *PipelineResources) AddProgram(name string, prg *PipelineProgram) *PipelineProgramRef

AddProgram ...

func (*PipelineResources) AddTexture

func (pointer *PipelineResources) AddTexture(name string, tex *Texture) *TextureRef

AddTexture ...

func (*PipelineResources) DestroyAllModels

func (pointer *PipelineResources) DestroyAllModels()

DestroyAllModels ...

func (*PipelineResources) DestroyAllPrograms

func (pointer *PipelineResources) DestroyAllPrograms()

DestroyAllPrograms ...

func (*PipelineResources) DestroyAllTextures

func (pointer *PipelineResources) DestroyAllTextures()

DestroyAllTextures ...

func (*PipelineResources) DestroyModel

func (pointer *PipelineResources) DestroyModel(ref *ModelRef)

DestroyModel ...

func (*PipelineResources) DestroyProgram

func (pointer *PipelineResources) DestroyProgram(ref *PipelineProgramRef)

DestroyProgram ...

func (*PipelineResources) DestroyTexture

func (pointer *PipelineResources) DestroyTexture(ref *TextureRef)

DestroyTexture ...

func (*PipelineResources) Free

func (pointer *PipelineResources) Free()

Free ...

func (*PipelineResources) GetModel

func (pointer *PipelineResources) GetModel(ref *ModelRef) *Model

GetModel ...

func (*PipelineResources) GetModelName

func (pointer *PipelineResources) GetModelName(ref *ModelRef) string

GetModelName ...

func (*PipelineResources) GetProgram

func (pointer *PipelineResources) GetProgram(ref *PipelineProgramRef) *PipelineProgram

GetProgram ...

func (*PipelineResources) GetProgramName

func (pointer *PipelineResources) GetProgramName(ref *PipelineProgramRef) string

GetProgramName ...

func (*PipelineResources) GetTexture

func (pointer *PipelineResources) GetTexture(ref *TextureRef) *Texture

GetTexture ...

func (*PipelineResources) GetTextureInfo

func (pointer *PipelineResources) GetTextureInfo(ref *TextureRef) *TextureInfo

GetTextureInfo ...

func (*PipelineResources) GetTextureName

func (pointer *PipelineResources) GetTextureName(ref *TextureRef) string

GetTextureName ...

func (*PipelineResources) HasModel

func (pointer *PipelineResources) HasModel(name string) *ModelRef

HasModel ...

func (*PipelineResources) HasProgram

func (pointer *PipelineResources) HasProgram(name string) *PipelineProgramRef

HasProgram ...

func (*PipelineResources) HasTexture

func (pointer *PipelineResources) HasTexture(name string) *TextureRef

HasTexture ...

func (*PipelineResources) HasTextureInfo

func (pointer *PipelineResources) HasTextureInfo(ref *TextureRef) bool

HasTextureInfo ...

func (*PipelineResources) IsNil

func (pointer *PipelineResources) IsNil() bool

IsNil ...

func (*PipelineResources) UpdateModel

func (pointer *PipelineResources) UpdateModel(ref *ModelRef, mdl *Model)

UpdateModel ...

func (*PipelineResources) UpdateProgram

func (pointer *PipelineResources) UpdateProgram(ref *PipelineProgramRef, prg *PipelineProgram)

UpdateProgram ...

func (*PipelineResources) UpdateTexture

func (pointer *PipelineResources) UpdateTexture(ref *TextureRef, tex *Texture)

UpdateTexture ...

type ProfilerFrame

type ProfilerFrame struct {
	// contains filtered or unexported fields
}

ProfilerFrame ...

func CaptureProfilerFrame

func CaptureProfilerFrame() *ProfilerFrame

CaptureProfilerFrame Capture the current profiler frame but do not end it. See harfang.EndProfilerFrame to capture and end the current profiler frame. See harfang.PrintProfilerFrame to print a profiler frame to the console.

func EndProfilerFrame

func EndProfilerFrame() *ProfilerFrame

EndProfilerFrame End a profiler frame and return it. See harfang.PrintProfilerFrame to print a profiler frame to the console.

func (*ProfilerFrame) Free

func (pointer *ProfilerFrame) Free()

Free ...

func (*ProfilerFrame) IsNil

func (pointer *ProfilerFrame) IsNil() bool

IsNil ...

type ProgramHandle

type ProgramHandle struct {
	// contains filtered or unexported fields
}

ProgramHandle Handle to a shader program.

func LoadProgramFromAssets

func LoadProgramFromAssets(name string) *ProgramHandle

LoadProgramFromAssets Load a shader program from the assets system. See [harfang.man.Assets].

func LoadProgramFromAssetsWithVertexShaderNameFragmentShaderName

func LoadProgramFromAssetsWithVertexShaderNameFragmentShaderName(vertexshadername string, fragmentshadername string) *ProgramHandle

LoadProgramFromAssetsWithVertexShaderNameFragmentShaderName Load a shader program from the assets system. See [harfang.man.Assets].

func LoadProgramFromFile

func LoadProgramFromFile(path string) *ProgramHandle

LoadProgramFromFile Load a shader program from the local filesystem.

func LoadProgramFromFileWithVertexShaderPathFragmentShaderPath

func LoadProgramFromFileWithVertexShaderPathFragmentShaderPath(vertexshaderpath string, fragmentshaderpath string) *ProgramHandle

LoadProgramFromFileWithVertexShaderPathFragmentShaderPath Load a shader program from the local filesystem.

func (*ProgramHandle) Free

func (pointer *ProgramHandle) Free()

Free ...

func (*ProgramHandle) IsNil

func (pointer *ProgramHandle) IsNil() bool

IsNil ...

type Quaternion

type Quaternion struct {
	// contains filtered or unexported fields
}

Quaternion Quaternion can be used to represent a 3d rotation. It provides a more compact representation of the rotation than harfang.Mat3 and can efficiently and correctly interpolate (see harfang.Slerp) between two rotations.

func Inverse

func Inverse(q *Quaternion) *Quaternion

Inverse Return the inverse of a matrix, vector or quaternion.

func NewQuaternion

func NewQuaternion() *Quaternion

NewQuaternion Quaternion can be used to represent a 3d rotation. It provides a more compact representation of the rotation than harfang.Mat3 and can efficiently and correctly interpolate (see harfang.Slerp) between two rotations.

func NewQuaternionWithQ

func NewQuaternionWithQ(q *Quaternion) *Quaternion

NewQuaternionWithQ Quaternion can be used to represent a 3d rotation. It provides a more compact representation of the rotation than harfang.Mat3 and can efficiently and correctly interpolate (see harfang.Slerp) between two rotations.

func NewQuaternionWithXYZW

func NewQuaternionWithXYZW(x float32, y float32, z float32, w float32) *Quaternion

NewQuaternionWithXYZW Quaternion can be used to represent a 3d rotation. It provides a more compact representation of the rotation than harfang.Mat3 and can efficiently and correctly interpolate (see harfang.Slerp) between two rotations.

func NormalizeWithQ

func NormalizeWithQ(q *Quaternion) *Quaternion

NormalizeWithQ Return the input vector scaled so that its length is one.

func QuaternionFromAxisAngle

func QuaternionFromAxisAngle(angle float32, axis *Vec3) *Quaternion

QuaternionFromAxisAngle Return a quaternion rotation from a 3d axis and a rotation around that axis.

func QuaternionFromEuler

func QuaternionFromEuler(euler *Vec3) *Quaternion

QuaternionFromEuler Return a quaternion 3d rotation from its _Euler_ vector representation.

func QuaternionFromEulerWithRotationOrder

func QuaternionFromEulerWithRotationOrder(euler *Vec3, rotationorder RotationOrder) *Quaternion

QuaternionFromEulerWithRotationOrder Return a quaternion 3d rotation from its _Euler_ vector representation.

func QuaternionFromEulerWithXYZ

func QuaternionFromEulerWithXYZ(x float32, y float32, z float32) *Quaternion

QuaternionFromEulerWithXYZ Return a quaternion 3d rotation from its _Euler_ vector representation.

func QuaternionFromEulerWithXYZRotationOrder

func QuaternionFromEulerWithXYZRotationOrder(x float32, y float32, z float32, rotationorder RotationOrder) *Quaternion

QuaternionFromEulerWithXYZRotationOrder Return a quaternion 3d rotation from its _Euler_ vector representation.

func QuaternionFromMatrix3

func QuaternionFromMatrix3(m *Mat3) *Quaternion

QuaternionFromMatrix3 Return a quaternion rotation from its harfang.Mat3 representation.

func QuaternionLookAt

func QuaternionLookAt(at *Vec3) *Quaternion

QuaternionLookAt Return a quaternion 3d rotation oriented toward the specified position when sitting on the world's origin _{0, 0, 0}_.

func Slerp

func Slerp(a *Quaternion, b *Quaternion, t float32) *Quaternion

Slerp Interpolate between the rotation represented by two quaternions. The _Spherical Linear Interpolation_ will always take the shortest path between the two rotations.

func (*Quaternion) Add

func (pointer *Quaternion) Add(v float32) *Quaternion

Add ...

func (*Quaternion) AddWithQ

func (pointer *Quaternion) AddWithQ(q *Quaternion) *Quaternion

AddWithQ ...

func (*Quaternion) Div

func (pointer *Quaternion) Div(v float32) *Quaternion

Div ...

func (*Quaternion) Free

func (pointer *Quaternion) Free()

Free ...

func (*Quaternion) GetW

func (pointer *Quaternion) GetW() float32

GetW ...

func (*Quaternion) GetX

func (pointer *Quaternion) GetX() float32

GetX ...

func (*Quaternion) GetY

func (pointer *Quaternion) GetY() float32

GetY ...

func (*Quaternion) GetZ

func (pointer *Quaternion) GetZ() float32

GetZ ...

func (*Quaternion) InplaceAdd

func (pointer *Quaternion) InplaceAdd(v float32)

InplaceAdd ...

func (*Quaternion) InplaceAddWithQ

func (pointer *Quaternion) InplaceAddWithQ(q *Quaternion)

InplaceAddWithQ ...

func (*Quaternion) InplaceDiv

func (pointer *Quaternion) InplaceDiv(v float32)

InplaceDiv ...

func (*Quaternion) InplaceMul

func (pointer *Quaternion) InplaceMul(v float32)

InplaceMul ...

func (*Quaternion) InplaceMulWithQ

func (pointer *Quaternion) InplaceMulWithQ(q *Quaternion)

InplaceMulWithQ ...

func (*Quaternion) InplaceSub

func (pointer *Quaternion) InplaceSub(v float32)

InplaceSub ...

func (*Quaternion) InplaceSubWithQ

func (pointer *Quaternion) InplaceSubWithQ(q *Quaternion)

InplaceSubWithQ ...

func (*Quaternion) IsNil

func (pointer *Quaternion) IsNil() bool

IsNil ...

func (*Quaternion) Mul

func (pointer *Quaternion) Mul(v float32) *Quaternion

Mul ...

func (*Quaternion) MulWithQ

func (pointer *Quaternion) MulWithQ(q *Quaternion) *Quaternion

MulWithQ ...

func (*Quaternion) SetW

func (pointer *Quaternion) SetW(v float32)

SetW ...

func (*Quaternion) SetX

func (pointer *Quaternion) SetX(v float32)

SetX ...

func (*Quaternion) SetY

func (pointer *Quaternion) SetY(v float32)

SetY ...

func (*Quaternion) SetZ

func (pointer *Quaternion) SetZ(v float32)

SetZ ...

func (*Quaternion) Sub

func (pointer *Quaternion) Sub(v float32) *Quaternion

Sub ...

func (*Quaternion) SubWithQ

func (pointer *Quaternion) SubWithQ(q *Quaternion) *Quaternion

SubWithQ ...

type RaycastOut

type RaycastOut struct {
	// contains filtered or unexported fields
}

RaycastOut Contains the result of a physics raycast. * `P`: Position of the raycast hit * `N`: Normal of the raycast hit * `Node`: Node hit by the raycast * `t`: Parametric value of the intersection, ratio of the distance to the hit by the length of the raycast

func (*RaycastOut) Free

func (pointer *RaycastOut) Free()

Free ...

func (*RaycastOut) GetN

func (pointer *RaycastOut) GetN() *Vec3

GetN ...

func (*RaycastOut) GetNode

func (pointer *RaycastOut) GetNode() *Node

GetNode ...

func (*RaycastOut) GetP

func (pointer *RaycastOut) GetP() *Vec3

GetP ...

func (*RaycastOut) GetT

func (pointer *RaycastOut) GetT() float32

GetT ...

func (*RaycastOut) IsNil

func (pointer *RaycastOut) IsNil() bool

IsNil ...

func (*RaycastOut) SetN

func (pointer *RaycastOut) SetN(v *Vec3)

SetN ...

func (*RaycastOut) SetNode

func (pointer *RaycastOut) SetNode(v *Node)

SetNode ...

func (*RaycastOut) SetP

func (pointer *RaycastOut) SetP(v *Vec3)

SetP ...

func (*RaycastOut) SetT

func (pointer *RaycastOut) SetT(v float32)

SetT ...

type RaycastOutList

type RaycastOutList struct {
	// contains filtered or unexported fields
}

RaycastOutList ...

func NewRaycastOutList

func NewRaycastOutList() *RaycastOutList

NewRaycastOutList ...

func NewRaycastOutListWithSequence

func NewRaycastOutListWithSequence(sequence GoSliceOfRaycastOut) *RaycastOutList

NewRaycastOutListWithSequence ...

func (*RaycastOutList) At

func (pointer *RaycastOutList) At(idx int32) *RaycastOut

At ...

func (*RaycastOutList) Clear

func (pointer *RaycastOutList) Clear()

Clear ...

func (*RaycastOutList) Free

func (pointer *RaycastOutList) Free()

Free ...

func (*RaycastOutList) Get

func (pointer *RaycastOutList) Get(id int) *RaycastOut

Get ...

func (*RaycastOutList) IsNil

func (pointer *RaycastOutList) IsNil() bool

IsNil ...

func (*RaycastOutList) Len

func (pointer *RaycastOutList) Len() int32

Len ...

func (*RaycastOutList) PushBack

func (pointer *RaycastOutList) PushBack(v *RaycastOut)

PushBack ...

func (*RaycastOutList) Reserve

func (pointer *RaycastOutList) Reserve(size int32)

Reserve ...

func (*RaycastOutList) Set

func (pointer *RaycastOutList) Set(id int, v *RaycastOut)

Set ...

func (*RaycastOutList) Size

func (pointer *RaycastOutList) Size() int32

Size ...

type Rect

type Rect struct {
	// contains filtered or unexported fields
}

Rect ...

func ComputeTextRect

func ComputeTextRect(font *Font, text string) *Rect

ComputeTextRect Compute the width and height of a text string.

func ComputeTextRectWithXpos

func ComputeTextRectWithXpos(font *Font, text string, xpos float32) *Rect

ComputeTextRectWithXpos Compute the width and height of a text string.

func ComputeTextRectWithXposYpos

func ComputeTextRectWithXposYpos(font *Font, text string, xpos float32, ypos float32) *Rect

ComputeTextRectWithXposYpos Compute the width and height of a text string.

func Crop

func Crop(rect *Rect, left float32, top float32, right float32, bottom float32) *Rect

Crop Crop a rectangle. Remove the specified amount of units on each side of the rectangle. See harfang.Grow.

func Grow

func Grow(rect *Rect, border float32) *Rect

Grow Grow a rectangle by the specified amount of units. See harfang.Crop.

func Intersection

func Intersection(a *Rect, b *Rect) *Rect

Intersection Return the intersection of two rectangles.

func MakeRectFromWidthHeight

func MakeRectFromWidthHeight(x float32, y float32, w float32, h float32) *Rect

MakeRectFromWidthHeight Make a rectangle from width and height.

func NewRect

func NewRect() *Rect

NewRect ...

func NewRectWithRect

func NewRectWithRect(rect *Rect) *Rect

NewRectWithRect ...

func NewRectWithSxSyExEy

func NewRectWithSxSyExEy(sx float32, sy float32, ex float32, ey float32) *Rect

NewRectWithSxSyExEy ...

func NewRectWithXY

func NewRectWithXY(x float32, y float32) *Rect

NewRectWithXY ...

func Offset

func Offset(rect *Rect, x float32, y float32) *Rect

Offset Offset a rectangle by the specified amount of units.

func ToFloatRect

func ToFloatRect(rect *IntRect) *Rect

ToFloatRect Return an integer rectangle as a floating point rectangle.

func (*Rect) Free

func (pointer *Rect) Free()

Free ...

func (*Rect) GetEx

func (pointer *Rect) GetEx() float32

GetEx ...

func (*Rect) GetEy

func (pointer *Rect) GetEy() float32

GetEy ...

func (*Rect) GetSx

func (pointer *Rect) GetSx() float32

GetSx ...

func (*Rect) GetSy

func (pointer *Rect) GetSy() float32

GetSy ...

func (*Rect) IsNil

func (pointer *Rect) IsNil() bool

IsNil ...

func (*Rect) SetEx

func (pointer *Rect) SetEx(v float32)

SetEx ...

func (*Rect) SetEy

func (pointer *Rect) SetEy(v float32)

SetEy ...

func (*Rect) SetSx

func (pointer *Rect) SetSx(v float32)

SetSx ...

func (*Rect) SetSy

func (pointer *Rect) SetSy(v float32)

SetSy ...

type RenderState

type RenderState struct {
	// contains filtered or unexported fields
}

RenderState ...

func ComputeRenderState

func ComputeRenderState(blend BlendMode) *RenderState

ComputeRenderState Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithDepthTest

func ComputeRenderStateWithDepthTest(blend BlendMode, depthtest DepthTest) *RenderState

ComputeRenderStateWithDepthTest Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithDepthTestCulling

func ComputeRenderStateWithDepthTestCulling(blend BlendMode, depthtest DepthTest, culling FaceCulling) *RenderState

ComputeRenderStateWithDepthTestCulling Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithDepthTestCullingWriteZ

func ComputeRenderStateWithDepthTestCullingWriteZ(blend BlendMode, depthtest DepthTest, culling FaceCulling, writez bool) *RenderState

ComputeRenderStateWithDepthTestCullingWriteZ Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithDepthTestCullingWriteZWriteR

func ComputeRenderStateWithDepthTestCullingWriteZWriteR(blend BlendMode, depthtest DepthTest, culling FaceCulling, writez bool, writer bool) *RenderState

ComputeRenderStateWithDepthTestCullingWriteZWriteR Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteG

func ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteG(blend BlendMode, depthtest DepthTest, culling FaceCulling, writez bool, writer bool, writeg bool) *RenderState

ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteG Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteGWriteB

func ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteGWriteB(blend BlendMode, depthtest DepthTest, culling FaceCulling, writez bool, writer bool, writeg bool, writeb bool) *RenderState

ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteGWriteB Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteGWriteBWriteA

func ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteGWriteBWriteA(blend BlendMode, depthtest DepthTest, culling FaceCulling, writez bool, writer bool, writeg bool, writeb bool, writea bool) *RenderState

ComputeRenderStateWithDepthTestCullingWriteZWriteRWriteGWriteBWriteA Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithWriteZ

func ComputeRenderStateWithWriteZ(blend BlendMode, writez bool) *RenderState

ComputeRenderStateWithWriteZ Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithWriteZWriteR

func ComputeRenderStateWithWriteZWriteR(blend BlendMode, writez bool, writer bool) *RenderState

ComputeRenderStateWithWriteZWriteR Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithWriteZWriteRWriteG

func ComputeRenderStateWithWriteZWriteRWriteG(blend BlendMode, writez bool, writer bool, writeg bool) *RenderState

ComputeRenderStateWithWriteZWriteRWriteG Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithWriteZWriteRWriteGWriteB

func ComputeRenderStateWithWriteZWriteRWriteGWriteB(blend BlendMode, writez bool, writer bool, writeg bool, writeb bool) *RenderState

ComputeRenderStateWithWriteZWriteRWriteGWriteB Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func ComputeRenderStateWithWriteZWriteRWriteGWriteBWriteA

func ComputeRenderStateWithWriteZWriteRWriteGWriteBWriteA(blend BlendMode, writez bool, writer bool, writeg bool, writeb bool, writea bool) *RenderState

ComputeRenderStateWithWriteZWriteRWriteGWriteBWriteA Compute a render state to control subsequent render calls culling mode, blending mode, Z mask, etc... The same render state can be used by different render calls. See harfang.DrawLines, harfang.DrawTriangles and harfang.DrawModel.

func (*RenderState) Free

func (pointer *RenderState) Free()

Free ...

func (*RenderState) IsNil

func (pointer *RenderState) IsNil() bool

IsNil ...

type RendererType

type RendererType int32

RendererType ...

type ResetFlags

type ResetFlags uint32

ResetFlags ...

type RigidBody

type RigidBody struct {
	// contains filtered or unexported fields
}

RigidBody Rigid body component, see [harfang.man.Physics].

func (*RigidBody) Eq

func (pointer *RigidBody) Eq(b *RigidBody) bool

Eq ...

func (*RigidBody) Free

func (pointer *RigidBody) Free()

Free ...

func (*RigidBody) GetAngularDamping

func (pointer *RigidBody) GetAngularDamping() float32

GetAngularDamping Return the rigid body angular damping. A value of 0.0 means no damping, 1.0 means the maximal dissipation of the energy.

func (*RigidBody) GetFriction

func (pointer *RigidBody) GetFriction() float32

GetFriction ...

func (*RigidBody) GetLinearDamping

func (pointer *RigidBody) GetLinearDamping() float32

GetLinearDamping ...

func (*RigidBody) GetRestitution

func (pointer *RigidBody) GetRestitution() float32

GetRestitution ...

func (*RigidBody) GetRollingFriction

func (pointer *RigidBody) GetRollingFriction() float32

GetRollingFriction ...

func (*RigidBody) GetType

func (pointer *RigidBody) GetType() RigidBodyType

GetType Return the rigid body type. See harfang.RigidBody_SetType.

func (*RigidBody) IsNil

func (pointer *RigidBody) IsNil() bool

IsNil ...

func (*RigidBody) IsValid

func (pointer *RigidBody) IsValid() bool

IsValid ...

func (*RigidBody) SetAngularDamping

func (pointer *RigidBody) SetAngularDamping(damping float32)

SetAngularDamping Set the rigid body angular damping. A value of 0.0 means no damping, 1.0 means the maximal dissipation of the energy.

func (*RigidBody) SetFriction

func (pointer *RigidBody) SetFriction(friction float32)

SetFriction ...

func (*RigidBody) SetLinearDamping

func (pointer *RigidBody) SetLinearDamping(damping float32)

SetLinearDamping ...

func (*RigidBody) SetRestitution

func (pointer *RigidBody) SetRestitution(restitution float32)

SetRestitution ...

func (*RigidBody) SetRollingFriction

func (pointer *RigidBody) SetRollingFriction(rollingfriction float32)

SetRollingFriction ...

func (*RigidBody) SetType

func (pointer *RigidBody) SetType(typeGo RigidBodyType)

SetType Set the rigid body type.

type RigidBodyType

type RigidBodyType uint8

RigidBodyType ...

type RotationOrder

type RotationOrder uint8

RotationOrder ...

func ReverseRotationOrder

func ReverseRotationOrder(rotationorder RotationOrder) RotationOrder

ReverseRotationOrder Return the rotation order processing each axis in the reverse order of the input rotation order.

type SAO

type SAO struct {
	// contains filtered or unexported fields
}

SAO Ambient occlusion post-process object holding internal states and resources. Create with harfang.CreateSAOFromFile or harfang.CreateSAOFromAssets, use with harfang.ComputeSAO, finally call harfang.DestroySAO to dispose of resources when done.

func CreateSAOFromAssets

func CreateSAOFromAssets(path string, ratio BackbufferRatio) *SAO

CreateSAOFromAssets ...

func CreateSAOFromFile

func CreateSAOFromFile(path string, ratio BackbufferRatio) *SAO

CreateSAOFromFile ...

func (*SAO) Free

func (pointer *SAO) Free()

Free ...

func (*SAO) IsNil

func (pointer *SAO) IsNil() bool

IsNil ...

type SRanipalEyeState

type SRanipalEyeState struct {
	// contains filtered or unexported fields
}

SRanipalEyeState ...

func (*SRanipalEyeState) Free

func (pointer *SRanipalEyeState) Free()

Free ...

func (*SRanipalEyeState) GetEyeOpenness

func (pointer *SRanipalEyeState) GetEyeOpenness() float32

GetEyeOpenness ...

func (*SRanipalEyeState) GetGazeDirectionNormalized

func (pointer *SRanipalEyeState) GetGazeDirectionNormalized() *Vec3

GetGazeDirectionNormalized ...

func (*SRanipalEyeState) GetGazeOriginMm

func (pointer *SRanipalEyeState) GetGazeOriginMm() *Vec3

GetGazeOriginMm ...

func (*SRanipalEyeState) GetPupilDiameterMm

func (pointer *SRanipalEyeState) GetPupilDiameterMm() float32

GetPupilDiameterMm ...

func (*SRanipalEyeState) GetPupilDiameterValid

func (pointer *SRanipalEyeState) GetPupilDiameterValid() bool

GetPupilDiameterValid ...

func (*SRanipalEyeState) IsNil

func (pointer *SRanipalEyeState) IsNil() bool

IsNil ...

func (*SRanipalEyeState) SetEyeOpenness

func (pointer *SRanipalEyeState) SetEyeOpenness(v float32)

SetEyeOpenness ...

func (*SRanipalEyeState) SetGazeDirectionNormalized

func (pointer *SRanipalEyeState) SetGazeDirectionNormalized(v *Vec3)

SetGazeDirectionNormalized ...

func (*SRanipalEyeState) SetGazeOriginMm

func (pointer *SRanipalEyeState) SetGazeOriginMm(v *Vec3)

SetGazeOriginMm ...

func (*SRanipalEyeState) SetPupilDiameterMm

func (pointer *SRanipalEyeState) SetPupilDiameterMm(v float32)

SetPupilDiameterMm ...

func (*SRanipalEyeState) SetPupilDiameterValid

func (pointer *SRanipalEyeState) SetPupilDiameterValid(v bool)

SetPupilDiameterValid ...

type SRanipalState

type SRanipalState struct {
	// contains filtered or unexported fields
}

SRanipalState ...

func SRanipalGetState

func SRanipalGetState() *SRanipalState

SRanipalGetState Return the current SRanipal device state.

func (*SRanipalState) Free

func (pointer *SRanipalState) Free()

Free ...

func (*SRanipalState) GetLeftEye

func (pointer *SRanipalState) GetLeftEye() *SRanipalEyeState

GetLeftEye ...

func (*SRanipalState) GetRightEye

func (pointer *SRanipalState) GetRightEye() *SRanipalEyeState

GetRightEye ...

func (*SRanipalState) IsNil

func (pointer *SRanipalState) IsNil() bool

IsNil ...

func (*SRanipalState) SetLeftEye

func (pointer *SRanipalState) SetLeftEye(v *SRanipalEyeState)

SetLeftEye ...

func (*SRanipalState) SetRightEye

func (pointer *SRanipalState) SetRightEye(v *SRanipalEyeState)

SetRightEye ...

type Scene

type Scene struct {
	// contains filtered or unexported fields
}

Scene A scene object representing a world populated with harfang.Node, see [harfang.man.Scene].

func NewScene

func NewScene() *Scene

NewScene A scene object representing a world populated with harfang.Node, see [harfang.man.Scene].

func (*Scene) Clear

func (pointer *Scene) Clear()

Clear Remove all nodes from the scene.

func (*Scene) ComputeCurrentCameraViewState

func (pointer *Scene) ComputeCurrentCameraViewState(aspectratio *Vec2) *ViewState

ComputeCurrentCameraViewState ...

func (*Scene) ComputeWorldMatrices

func (pointer *Scene) ComputeWorldMatrices()

ComputeWorldMatrices ...

func (*Scene) CreateCamera

func (pointer *Scene) CreateCamera() *Camera

CreateCamera ...

func (*Scene) CreateCameraWithZnearZfar

func (pointer *Scene) CreateCameraWithZnearZfar(znear float32, zfar float32) *Camera

CreateCameraWithZnearZfar ...

func (*Scene) CreateCameraWithZnearZfarFov

func (pointer *Scene) CreateCameraWithZnearZfarFov(znear float32, zfar float32, fov float32) *Camera

CreateCameraWithZnearZfarFov ...

func (*Scene) CreateCollision

func (pointer *Scene) CreateCollision() *Collision

CreateCollision ...

func (*Scene) CreateInstance

func (pointer *Scene) CreateInstance() *Instance

CreateInstance ...

func (*Scene) CreateLight

func (pointer *Scene) CreateLight() *Light

CreateLight ...

func (*Scene) CreateLinearLight

func (pointer *Scene) CreateLinearLight(diffuse *Color, specular *Color) *Light

CreateLinearLight ...

func (*Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensity

func (pointer *Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensity(diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32) *Light

CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensity ...

func (*Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriority

func (pointer *Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriority(diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32) *Light

CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriority ...

func (*Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType

func (pointer *Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType(diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType) *Light

CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType ...

func (*Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias

func (pointer *Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias(diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType, shadowbias float32) *Light

CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias ...

func (*Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBiasPssmSplit

func (pointer *Scene) CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBiasPssmSplit(diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType, shadowbias float32, pssmsplit *Vec4) *Light

CreateLinearLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBiasPssmSplit ...

func (*Scene) CreateLinearLightWithPriority

func (pointer *Scene) CreateLinearLightWithPriority(diffuse *Color, specular *Color, priority float32) *Light

CreateLinearLightWithPriority ...

func (*Scene) CreateLinearLightWithPriorityShadowType

func (pointer *Scene) CreateLinearLightWithPriorityShadowType(diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType) *Light

CreateLinearLightWithPriorityShadowType ...

func (*Scene) CreateLinearLightWithPriorityShadowTypeShadowBias

func (pointer *Scene) CreateLinearLightWithPriorityShadowTypeShadowBias(diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType, shadowbias float32) *Light

CreateLinearLightWithPriorityShadowTypeShadowBias ...

func (*Scene) CreateLinearLightWithPriorityShadowTypeShadowBiasPssmSplit

func (pointer *Scene) CreateLinearLightWithPriorityShadowTypeShadowBiasPssmSplit(diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType, shadowbias float32, pssmsplit *Vec4) *Light

CreateLinearLightWithPriorityShadowTypeShadowBiasPssmSplit ...

func (*Scene) CreateNode

func (pointer *Scene) CreateNode() *Node

CreateNode Create a harfang.Node in the scene.

func (*Scene) CreateNodeWithName

func (pointer *Scene) CreateNodeWithName(name string) *Node

CreateNodeWithName Create a harfang.Node in the scene.

func (*Scene) CreateObject

func (pointer *Scene) CreateObject() *Object

CreateObject ...

func (*Scene) CreateObjectWithModelMaterials

func (pointer *Scene) CreateObjectWithModelMaterials(model *ModelRef, materials *MaterialList) *Object

CreateObjectWithModelMaterials ...

func (*Scene) CreateObjectWithModelSliceOfMaterials

func (pointer *Scene) CreateObjectWithModelSliceOfMaterials(model *ModelRef, SliceOfmaterials GoSliceOfMaterial) *Object

CreateObjectWithModelSliceOfMaterials ...

func (*Scene) CreateOrthographicCamera

func (pointer *Scene) CreateOrthographicCamera(znear float32, zfar float32) *Camera

CreateOrthographicCamera ...

func (*Scene) CreateOrthographicCameraWithSize

func (pointer *Scene) CreateOrthographicCameraWithSize(znear float32, zfar float32, size float32) *Camera

CreateOrthographicCameraWithSize ...

func (*Scene) CreatePointLight

func (pointer *Scene) CreatePointLight(radius float32, diffuse *Color, specular *Color) *Light

CreatePointLight ...

func (*Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensity

func (pointer *Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensity(radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32) *Light

CreatePointLightWithDiffuseIntensitySpecularSpecularIntensity ...

func (*Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriority

func (pointer *Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriority(radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32) *Light

CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriority ...

func (*Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType

func (pointer *Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType(radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType) *Light

CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType ...

func (*Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias

func (pointer *Scene) CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias(radius float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType, shadowbias float32) *Light

CreatePointLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias ...

func (*Scene) CreatePointLightWithPriority

func (pointer *Scene) CreatePointLightWithPriority(radius float32, diffuse *Color, specular *Color, priority float32) *Light

CreatePointLightWithPriority ...

func (*Scene) CreatePointLightWithPriorityShadowType

func (pointer *Scene) CreatePointLightWithPriorityShadowType(radius float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType) *Light

CreatePointLightWithPriorityShadowType ...

func (*Scene) CreatePointLightWithPriorityShadowTypeShadowBias

func (pointer *Scene) CreatePointLightWithPriorityShadowTypeShadowBias(radius float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType, shadowbias float32) *Light

CreatePointLightWithPriorityShadowTypeShadowBias ...

func (*Scene) CreateRigidBody

func (pointer *Scene) CreateRigidBody() *RigidBody

CreateRigidBody ...

func (*Scene) CreateScript

func (pointer *Scene) CreateScript() *Script

CreateScript ...

func (*Scene) CreateScriptWithPath

func (pointer *Scene) CreateScriptWithPath(path string) *Script

CreateScriptWithPath ...

func (*Scene) CreateSpotLight

func (pointer *Scene) CreateSpotLight(radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color) *Light

CreateSpotLight ...

func (*Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensity

func (pointer *Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensity(radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32) *Light

CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensity ...

func (*Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriority

func (pointer *Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriority(radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32) *Light

CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriority ...

func (*Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType

func (pointer *Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType(radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType) *Light

CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowType ...

func (*Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias

func (pointer *Scene) CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias(radius float32, innerangle float32, outerangle float32, diffuse *Color, diffuseintensity float32, specular *Color, specularintensity float32, priority float32, shadowtype LightShadowType, shadowbias float32) *Light

CreateSpotLightWithDiffuseIntensitySpecularSpecularIntensityPriorityShadowTypeShadowBias ...

func (*Scene) CreateSpotLightWithPriority

func (pointer *Scene) CreateSpotLightWithPriority(radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color, priority float32) *Light

CreateSpotLightWithPriority ...

func (*Scene) CreateSpotLightWithPriorityShadowType

func (pointer *Scene) CreateSpotLightWithPriorityShadowType(radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType) *Light

CreateSpotLightWithPriorityShadowType ...

func (*Scene) CreateSpotLightWithPriorityShadowTypeShadowBias

func (pointer *Scene) CreateSpotLightWithPriorityShadowTypeShadowBias(radius float32, innerangle float32, outerangle float32, diffuse *Color, specular *Color, priority float32, shadowtype LightShadowType, shadowbias float32) *Light

CreateSpotLightWithPriorityShadowTypeShadowBias ...

func (*Scene) CreateTransform

func (pointer *Scene) CreateTransform() *Transform

CreateTransform ...

func (*Scene) CreateTransformWithT

func (pointer *Scene) CreateTransformWithT(T *Vec3) *Transform

CreateTransformWithT ...

func (*Scene) CreateTransformWithTR

func (pointer *Scene) CreateTransformWithTR(T *Vec3, R *Vec3) *Transform

CreateTransformWithTR ...

func (*Scene) CreateTransformWithTRS

func (pointer *Scene) CreateTransformWithTRS(T *Vec3, R *Vec3, S *Vec3) *Transform

CreateTransformWithTRS ...

func (*Scene) DestroyCamera

func (pointer *Scene) DestroyCamera(camera *Camera)

DestroyCamera ...

func (*Scene) DestroyCollision

func (pointer *Scene) DestroyCollision(collision *Collision)

DestroyCollision ...

func (*Scene) DestroyInstance

func (pointer *Scene) DestroyInstance(Instance *Instance)

DestroyInstance ...

func (*Scene) DestroyLight

func (pointer *Scene) DestroyLight(light *Light)

DestroyLight ...

func (*Scene) DestroyNode

func (pointer *Scene) DestroyNode(node *Node)

DestroyNode Remove a harfang.Node from the scene.

func (*Scene) DestroyObject

func (pointer *Scene) DestroyObject(object *Object)

DestroyObject ...

func (*Scene) DestroyRigidBody

func (pointer *Scene) DestroyRigidBody(rigidbody *RigidBody)

DestroyRigidBody ...

func (*Scene) DestroyScript

func (pointer *Scene) DestroyScript(script *Script)

DestroyScript ...

func (*Scene) DestroyTransform

func (pointer *Scene) DestroyTransform(transform *Transform)

DestroyTransform ...

func (*Scene) Free

func (pointer *Scene) Free()

Free ...

func (*Scene) GarbageCollect

func (pointer *Scene) GarbageCollect() int32

GarbageCollect Destroy any unreferenced components in the scene.

func (*Scene) GetAllNodeCount

func (pointer *Scene) GetAllNodeCount() int32

GetAllNodeCount Return the total number of nodes in the scene including instantiated ones. To exclude those, use harfang.Scene_GetNodeCount.

func (*Scene) GetAllNodes

func (pointer *Scene) GetAllNodes() *NodeList

GetAllNodes ...

func (*Scene) GetAllNodesWithComponent

func (pointer *Scene) GetAllNodesWithComponent(idx NodeComponentIdx) *NodeList

GetAllNodesWithComponent ...

func (*Scene) GetCanvas

func (pointer *Scene) GetCanvas() *Canvas

GetCanvas ...

func (*Scene) GetCurrentCamera

func (pointer *Scene) GetCurrentCamera() *Node

GetCurrentCamera Get the current camera.

func (*Scene) GetEnvironment

func (pointer *Scene) GetEnvironment() *Environment

GetEnvironment ...

func (*Scene) GetKeys

func (pointer *Scene) GetKeys() *StringList

GetKeys ...

func (*Scene) GetMinMax

func (pointer *Scene) GetMinMax(resources *PipelineResources) (bool, *MinMax)

GetMinMax ...

func (*Scene) GetNode

func (pointer *Scene) GetNode(name string) *Node

GetNode Get a node by name. For more complex queries see harfang.Scene_GetNodeEx.

func (*Scene) GetNodeChildren

func (pointer *Scene) GetNodeChildren(node *Node) *NodeList

GetNodeChildren Return all children for a given node.

func (*Scene) GetNodeCount

func (pointer *Scene) GetNodeCount() int32

GetNodeCount Return the number of nodes in the scene excluding instantiated ones. To include those, use harfang.Scene_GetAllNodeCount.

func (*Scene) GetNodeEx

func (pointer *Scene) GetNodeEx(path string) *Node

GetNodeEx Get a node by its absolute path in the node hierarchy. A node path is constructed as follow: - Nodes are refered to by their name. - To address the child of a node, use the `/` delimiter between its parent name and the child name. - To address a node inside an instance component, use the `:` delimiter. - There is no limit on the number of delimiters you can use. Examples: Get the node named `child` parented to the `root` node. ```python child = scene.GetNodeEx('root/child') ``` Get the node named `dummy` instantiated by the `root` node. ```python dummy = my_scene.GetNodeEx('root:dummy') ```

func (*Scene) GetNodes

func (pointer *Scene) GetNodes() *NodeList

GetNodes Return all nodes in scene.

func (*Scene) GetNodesWithComponent

func (pointer *Scene) GetNodesWithComponent(idx NodeComponentIdx) *NodeList

GetNodesWithComponent ...

func (*Scene) GetPlayingAnimNames

func (pointer *Scene) GetPlayingAnimNames() *StringList

GetPlayingAnimNames ...

func (*Scene) GetPlayingAnimRefs

func (pointer *Scene) GetPlayingAnimRefs() *ScenePlayAnimRefList

GetPlayingAnimRefs ...

func (*Scene) GetSceneAnim

func (pointer *Scene) GetSceneAnim(name string) *SceneAnimRef

GetSceneAnim ...

func (*Scene) GetSceneAnims

func (pointer *Scene) GetSceneAnims() *SceneAnimRefList

GetSceneAnims ...

func (*Scene) GetScript

func (pointer *Scene) GetScript(slotidx int32) *Script

GetScript ...

func (*Scene) GetScriptCount

func (pointer *Scene) GetScriptCount() int32

GetScriptCount ...

func (*Scene) GetValue

func (pointer *Scene) GetValue(key string) string

GetValue ...

func (*Scene) HasKey

func (pointer *Scene) HasKey(key string) bool

HasKey ...

func (*Scene) IsChildOf

func (pointer *Scene) IsChildOf(node *Node, parent *Node) bool

IsChildOf ...

func (*Scene) IsNil

func (pointer *Scene) IsNil() bool

IsNil ...

func (*Scene) IsPlaying

func (pointer *Scene) IsPlaying(ref *ScenePlayAnimRef) bool

IsPlaying ...

func (*Scene) IsRoot

func (pointer *Scene) IsRoot(node *Node) bool

IsRoot ...

func (*Scene) PlayAnim

func (pointer *Scene) PlayAnim(ref *SceneAnimRef) *ScenePlayAnimRef

PlayAnim ...

func (*Scene) PlayAnimWithLoopMode

func (pointer *Scene) PlayAnimWithLoopMode(ref *SceneAnimRef, loopmode AnimLoopMode) *ScenePlayAnimRef

PlayAnimWithLoopMode ...

func (*Scene) PlayAnimWithLoopModeEasing

func (pointer *Scene) PlayAnimWithLoopModeEasing(ref *SceneAnimRef, loopmode AnimLoopMode, easing Easing) *ScenePlayAnimRef

PlayAnimWithLoopModeEasing ...

func (*Scene) PlayAnimWithLoopModeEasingTStart

func (pointer *Scene) PlayAnimWithLoopModeEasingTStart(ref *SceneAnimRef, loopmode AnimLoopMode, easing Easing, tstart int64) *ScenePlayAnimRef

PlayAnimWithLoopModeEasingTStart ...

func (*Scene) PlayAnimWithLoopModeEasingTStartTEnd

func (pointer *Scene) PlayAnimWithLoopModeEasingTStartTEnd(ref *SceneAnimRef, loopmode AnimLoopMode, easing Easing, tstart int64, tend int64) *ScenePlayAnimRef

PlayAnimWithLoopModeEasingTStartTEnd ...

func (*Scene) PlayAnimWithLoopModeEasingTStartTEndPaused

func (pointer *Scene) PlayAnimWithLoopModeEasingTStartTEndPaused(ref *SceneAnimRef, loopmode AnimLoopMode, easing Easing, tstart int64, tend int64, paused bool) *ScenePlayAnimRef

PlayAnimWithLoopModeEasingTStartTEndPaused ...

func (*Scene) PlayAnimWithLoopModeEasingTStartTEndPausedTScale

func (pointer *Scene) PlayAnimWithLoopModeEasingTStartTEndPausedTScale(ref *SceneAnimRef, loopmode AnimLoopMode, easing Easing, tstart int64, tend int64, paused bool, tscale float32) *ScenePlayAnimRef

PlayAnimWithLoopModeEasingTStartTEndPausedTScale ...

func (*Scene) ReadyWorldMatrices

func (pointer *Scene) ReadyWorldMatrices()

ReadyWorldMatrices ...

func (*Scene) RemoveKey

func (pointer *Scene) RemoveKey(key string)

RemoveKey ...

func (*Scene) ReserveCameras

func (pointer *Scene) ReserveCameras(count int32)

ReserveCameras ...

func (*Scene) ReserveLights

func (pointer *Scene) ReserveLights(count int32)

ReserveLights Allocates internal storage for the required number of harfang.Light components in one go.

func (*Scene) ReserveNodes

func (pointer *Scene) ReserveNodes(count int32)

ReserveNodes Allocates internal storage for the required number of nodes in one go.

func (*Scene) ReserveObjects

func (pointer *Scene) ReserveObjects(count int32)

ReserveObjects Allocates internal storage for the required number of harfang.Object components in one go.

func (*Scene) ReserveScripts

func (pointer *Scene) ReserveScripts(count int32)

ReserveScripts ...

func (*Scene) ReserveTransforms

func (pointer *Scene) ReserveTransforms(count int32)

ReserveTransforms Allocates internal storage for the required number of harfang.Transform components in one go.

func (*Scene) SetCanvas

func (pointer *Scene) SetCanvas(v *Canvas)

SetCanvas ...

func (*Scene) SetCurrentCamera

func (pointer *Scene) SetCurrentCamera(camera *Node)

SetCurrentCamera Set the current camera.

func (*Scene) SetEnvironment

func (pointer *Scene) SetEnvironment(v *Environment)

SetEnvironment ...

func (*Scene) SetProbe

func (pointer *Scene) SetProbe(irradiance *TextureRef, radiance *TextureRef, brdf *TextureRef)

SetProbe ...

func (*Scene) SetScript

func (pointer *Scene) SetScript(slotidx int32, script *Script)

SetScript ...

func (*Scene) SetValue

func (pointer *Scene) SetValue(key string, value string)

SetValue ...

func (*Scene) StopAllAnims

func (pointer *Scene) StopAllAnims()

StopAllAnims ...

func (*Scene) StopAnim

func (pointer *Scene) StopAnim(ref *ScenePlayAnimRef)

StopAnim ...

func (*Scene) Update

func (pointer *Scene) Update(dt int64)

Update Start the _Update_ phase of the scene.

func (*Scene) UpdatePlayingAnims

func (pointer *Scene) UpdatePlayingAnims(dt int64)

UpdatePlayingAnims ...

type SceneAnimRef

type SceneAnimRef struct {
	// contains filtered or unexported fields
}

SceneAnimRef Reference to a scene animation.

func (*SceneAnimRef) Eq

func (pointer *SceneAnimRef) Eq(ref *SceneAnimRef) bool

Eq ...

func (*SceneAnimRef) Free

func (pointer *SceneAnimRef) Free()

Free ...

func (*SceneAnimRef) IsNil

func (pointer *SceneAnimRef) IsNil() bool

IsNil ...

func (*SceneAnimRef) Ne

func (pointer *SceneAnimRef) Ne(ref *SceneAnimRef) bool

Ne ...

type SceneAnimRefList

type SceneAnimRefList struct {
	// contains filtered or unexported fields
}

SceneAnimRefList ...

func NewSceneAnimRefList

func NewSceneAnimRefList() *SceneAnimRefList

NewSceneAnimRefList ...

func NewSceneAnimRefListWithSequence

func NewSceneAnimRefListWithSequence(sequence GoSliceOfSceneAnimRef) *SceneAnimRefList

NewSceneAnimRefListWithSequence ...

func (*SceneAnimRefList) At

func (pointer *SceneAnimRefList) At(idx int32) *SceneAnimRef

At ...

func (*SceneAnimRefList) Clear

func (pointer *SceneAnimRefList) Clear()

Clear ...

func (*SceneAnimRefList) Free

func (pointer *SceneAnimRefList) Free()

Free ...

func (*SceneAnimRefList) Get

func (pointer *SceneAnimRefList) Get(id int) *SceneAnimRef

Get ...

func (*SceneAnimRefList) IsNil

func (pointer *SceneAnimRefList) IsNil() bool

IsNil ...

func (*SceneAnimRefList) Len

func (pointer *SceneAnimRefList) Len() int32

Len ...

func (*SceneAnimRefList) PushBack

func (pointer *SceneAnimRefList) PushBack(v *SceneAnimRef)

PushBack ...

func (*SceneAnimRefList) Reserve

func (pointer *SceneAnimRefList) Reserve(size int32)

Reserve ...

func (*SceneAnimRefList) Set

func (pointer *SceneAnimRefList) Set(id int, v *SceneAnimRef)

Set ...

func (*SceneAnimRefList) Size

func (pointer *SceneAnimRefList) Size() int32

Size ...

type SceneBullet3Physics

type SceneBullet3Physics struct {
	// contains filtered or unexported fields
}

SceneBullet3Physics Newton physics for scene physics and collision components. See [harfang.man.Physics].

func NewSceneBullet3Physics

func NewSceneBullet3Physics() *SceneBullet3Physics

NewSceneBullet3Physics Newton physics for scene physics and collision components. See [harfang.man.Physics].

func NewSceneBullet3PhysicsWithThreadCount

func NewSceneBullet3PhysicsWithThreadCount(threadcount int32) *SceneBullet3Physics

NewSceneBullet3PhysicsWithThreadCount Newton physics for scene physics and collision components. See [harfang.man.Physics].

func (*SceneBullet3Physics) Clear

func (pointer *SceneBullet3Physics) Clear()

Clear ...

func (*SceneBullet3Physics) ClearNodes

func (pointer *SceneBullet3Physics) ClearNodes()

ClearNodes ...

func (*SceneBullet3Physics) CollectCollisionEvents

func (pointer *SceneBullet3Physics) CollectCollisionEvents(scene *Scene, nodepaircontacts *NodePairContacts)

CollectCollisionEvents ...

func (*SceneBullet3Physics) Free

func (pointer *SceneBullet3Physics) Free()

Free ...

func (*SceneBullet3Physics) GarbageCollect

func (pointer *SceneBullet3Physics) GarbageCollect(scene *Scene) int32

GarbageCollect ...

func (*SceneBullet3Physics) GarbageCollectResources

func (pointer *SceneBullet3Physics) GarbageCollectResources() int32

GarbageCollectResources ...

func (*SceneBullet3Physics) IsNil

func (pointer *SceneBullet3Physics) IsNil() bool

IsNil ...

func (*SceneBullet3Physics) NodeAddForce

func (pointer *SceneBullet3Physics) NodeAddForce(node *Node, F *Vec3)

NodeAddForce ...

func (*SceneBullet3Physics) NodeAddForceWithWorldPos

func (pointer *SceneBullet3Physics) NodeAddForceWithWorldPos(node *Node, F *Vec3, worldpos *Vec3)

NodeAddForceWithWorldPos ...

func (*SceneBullet3Physics) NodeAddImpulse

func (pointer *SceneBullet3Physics) NodeAddImpulse(node *Node, dtvelocity *Vec3)

NodeAddImpulse ...

func (*SceneBullet3Physics) NodeAddImpulseWithWorldPos

func (pointer *SceneBullet3Physics) NodeAddImpulseWithWorldPos(node *Node, dtvelocity *Vec3, worldpos *Vec3)

NodeAddImpulseWithWorldPos ...

func (*SceneBullet3Physics) NodeAddTorque

func (pointer *SceneBullet3Physics) NodeAddTorque(node *Node, T *Vec3)

NodeAddTorque ...

func (*SceneBullet3Physics) NodeAddTorqueImpulse

func (pointer *SceneBullet3Physics) NodeAddTorqueImpulse(node *Node, dtangularvelocity *Vec3)

NodeAddTorqueImpulse ...

func (*SceneBullet3Physics) NodeCollideWorld

func (pointer *SceneBullet3Physics) NodeCollideWorld(node *Node, world *Mat4) *NodePairContacts

NodeCollideWorld ...

func (*SceneBullet3Physics) NodeCollideWorldWithMaxContact

func (pointer *SceneBullet3Physics) NodeCollideWorldWithMaxContact(node *Node, world *Mat4, maxcontact int32) *NodePairContacts

NodeCollideWorldWithMaxContact ...

func (*SceneBullet3Physics) NodeCreatePhysicsFromAssets

func (pointer *SceneBullet3Physics) NodeCreatePhysicsFromAssets(node *Node)

NodeCreatePhysicsFromAssets ...

func (*SceneBullet3Physics) NodeCreatePhysicsFromFile

func (pointer *SceneBullet3Physics) NodeCreatePhysicsFromFile(node *Node)

NodeCreatePhysicsFromFile ...

func (*SceneBullet3Physics) NodeDestroyPhysics

func (pointer *SceneBullet3Physics) NodeDestroyPhysics(node *Node)

NodeDestroyPhysics ...

func (*SceneBullet3Physics) NodeGetAngularFactor

func (pointer *SceneBullet3Physics) NodeGetAngularFactor(node *Node) *Vec3

NodeGetAngularFactor ...

func (*SceneBullet3Physics) NodeGetAngularVelocity

func (pointer *SceneBullet3Physics) NodeGetAngularVelocity(node *Node) *Vec3

NodeGetAngularVelocity ...

func (*SceneBullet3Physics) NodeGetDeactivation

func (pointer *SceneBullet3Physics) NodeGetDeactivation(node *Node) bool

NodeGetDeactivation ...

func (*SceneBullet3Physics) NodeGetLinearFactor

func (pointer *SceneBullet3Physics) NodeGetLinearFactor(node *Node) *Vec3

NodeGetLinearFactor ...

func (*SceneBullet3Physics) NodeGetLinearVelocity

func (pointer *SceneBullet3Physics) NodeGetLinearVelocity(node *Node) *Vec3

NodeGetLinearVelocity ...

func (*SceneBullet3Physics) NodeGetPointVelocity

func (pointer *SceneBullet3Physics) NodeGetPointVelocity(node *Node, worldpos *Vec3) *Vec3

NodeGetPointVelocity ...

func (*SceneBullet3Physics) NodeHasBody

func (pointer *SceneBullet3Physics) NodeHasBody(node *Node) bool

NodeHasBody ...

func (*SceneBullet3Physics) NodeResetWorld

func (pointer *SceneBullet3Physics) NodeResetWorld(node *Node, world *Mat4)

NodeResetWorld ...

func (*SceneBullet3Physics) NodeSetAngularFactor

func (pointer *SceneBullet3Physics) NodeSetAngularFactor(node *Node, k *Vec3)

NodeSetAngularFactor ...

func (*SceneBullet3Physics) NodeSetAngularVelocity

func (pointer *SceneBullet3Physics) NodeSetAngularVelocity(node *Node, W *Vec3)

NodeSetAngularVelocity ...

func (*SceneBullet3Physics) NodeSetDeactivation

func (pointer *SceneBullet3Physics) NodeSetDeactivation(node *Node, enable bool)

NodeSetDeactivation ...

func (*SceneBullet3Physics) NodeSetLinearFactor

func (pointer *SceneBullet3Physics) NodeSetLinearFactor(node *Node, k *Vec3)

NodeSetLinearFactor ...

func (*SceneBullet3Physics) NodeSetLinearVelocity

func (pointer *SceneBullet3Physics) NodeSetLinearVelocity(node *Node, V *Vec3)

NodeSetLinearVelocity ...

func (*SceneBullet3Physics) NodeStartTrackingCollisionEvents

func (pointer *SceneBullet3Physics) NodeStartTrackingCollisionEvents(node *Node)

NodeStartTrackingCollisionEvents ...

func (*SceneBullet3Physics) NodeStartTrackingCollisionEventsWithMode

func (pointer *SceneBullet3Physics) NodeStartTrackingCollisionEventsWithMode(node *Node, mode CollisionEventTrackingMode)

NodeStartTrackingCollisionEventsWithMode ...

func (*SceneBullet3Physics) NodeStopTrackingCollisionEvents

func (pointer *SceneBullet3Physics) NodeStopTrackingCollisionEvents(node *Node)

NodeStopTrackingCollisionEvents ...

func (*SceneBullet3Physics) NodeTeleport

func (pointer *SceneBullet3Physics) NodeTeleport(node *Node, world *Mat4)

NodeTeleport ...

func (*SceneBullet3Physics) NodeWake

func (pointer *SceneBullet3Physics) NodeWake(node *Node)

NodeWake ...

func (*SceneBullet3Physics) RaycastAllHits

func (pointer *SceneBullet3Physics) RaycastAllHits(scene *Scene, p0 *Vec3, p1 *Vec3) *RaycastOutList

RaycastAllHits ...

func (*SceneBullet3Physics) RaycastFirstHit

func (pointer *SceneBullet3Physics) RaycastFirstHit(scene *Scene, p0 *Vec3, p1 *Vec3) *RaycastOut

RaycastFirstHit ...

func (*SceneBullet3Physics) RenderCollision

func (pointer *SceneBullet3Physics) RenderCollision(viewid uint16, vtxlayout *VertexLayout, prg *ProgramHandle, renderstate *RenderState, depth uint32)

RenderCollision ...

func (*SceneBullet3Physics) SceneCreatePhysicsFromAssets

func (pointer *SceneBullet3Physics) SceneCreatePhysicsFromAssets(scene *Scene)

SceneCreatePhysicsFromAssets ...

func (*SceneBullet3Physics) SceneCreatePhysicsFromFile

func (pointer *SceneBullet3Physics) SceneCreatePhysicsFromFile(scene *Scene)

SceneCreatePhysicsFromFile ...

func (*SceneBullet3Physics) StepSimulation

func (pointer *SceneBullet3Physics) StepSimulation(displaydt int64)

StepSimulation ...

func (*SceneBullet3Physics) StepSimulationWithStepDt

func (pointer *SceneBullet3Physics) StepSimulationWithStepDt(displaydt int64, stepdt int64)

StepSimulationWithStepDt ...

func (*SceneBullet3Physics) StepSimulationWithStepDtMaxStep

func (pointer *SceneBullet3Physics) StepSimulationWithStepDtMaxStep(displaydt int64, stepdt int64, maxstep int32)

StepSimulationWithStepDtMaxStep ...

func (*SceneBullet3Physics) SyncTransformsFromScene

func (pointer *SceneBullet3Physics) SyncTransformsFromScene(scene *Scene)

SyncTransformsFromScene ...

func (*SceneBullet3Physics) SyncTransformsToScene

func (pointer *SceneBullet3Physics) SyncTransformsToScene(scene *Scene)

SyncTransformsToScene ...

type SceneClocks

type SceneClocks struct {
	// contains filtered or unexported fields
}

SceneClocks Holds clocks for the different scene systems. This is required as some system such as the physics system may run at a different rate than the scene.

func NewSceneClocks

func NewSceneClocks() *SceneClocks

NewSceneClocks Holds clocks for the different scene systems. This is required as some system such as the physics system may run at a different rate than the scene.

func (*SceneClocks) Free

func (pointer *SceneClocks) Free()

Free ...

func (*SceneClocks) IsNil

func (pointer *SceneClocks) IsNil() bool

IsNil ...

type SceneForwardPipelinePass

type SceneForwardPipelinePass int32

SceneForwardPipelinePass ...

type SceneForwardPipelinePassViewId

type SceneForwardPipelinePassViewId struct {
	// contains filtered or unexported fields
}

SceneForwardPipelinePassViewId ...

func NewSceneForwardPipelinePassViewId

func NewSceneForwardPipelinePassViewId() *SceneForwardPipelinePassViewId

NewSceneForwardPipelinePassViewId ...

func SubmitSceneToForwardPipeline

func SubmitSceneToForwardPipeline(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, renderdata *SceneForwardPipelineRenderData, resources *PipelineResources) *SceneForwardPipelinePassViewId

SubmitSceneToForwardPipeline Submit a scene to a forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData and harfang.PrepareSceneForwardPipelineViewDependentRenderData if you need to render the same scene from different points of view.

func SubmitSceneToForwardPipelineWithFrameBuffer

func SubmitSceneToForwardPipelineWithFrameBuffer(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, renderdata *SceneForwardPipelineRenderData, resources *PipelineResources, framebuffer *FrameBufferHandle) *SceneForwardPipelinePassViewId

SubmitSceneToForwardPipelineWithFrameBuffer Submit a scene to a forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData and harfang.PrepareSceneForwardPipelineViewDependentRenderData if you need to render the same scene from different points of view.

func SubmitSceneToForwardPipelineWithFrameBufferDebugName

func SubmitSceneToForwardPipelineWithFrameBufferDebugName(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, renderdata *SceneForwardPipelineRenderData, resources *PipelineResources, framebuffer *FrameBufferHandle, debugname string) *SceneForwardPipelinePassViewId

SubmitSceneToForwardPipelineWithFrameBufferDebugName Submit a scene to a forward pipeline. See harfang.PrepareSceneForwardPipelineCommonRenderData and harfang.PrepareSceneForwardPipelineViewDependentRenderData if you need to render the same scene from different points of view.

func SubmitSceneToPipeline

func SubmitSceneToPipeline(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, resources *PipelineResources) *SceneForwardPipelinePassViewId

SubmitSceneToPipeline See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithAaaAaaConfigFrame

func SubmitSceneToPipelineWithAaaAaaConfigFrame(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, resources *PipelineResources, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithAaaAaaConfigFrame See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithAaaAaaConfigFrameFrameBuffer

func SubmitSceneToPipelineWithAaaAaaConfigFrameFrameBuffer(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, resources *PipelineResources, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32, framebuffer *FrameBufferHandle) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithAaaAaaConfigFrameFrameBuffer See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithAaaAaaConfigFrameFrameBufferDebugName

func SubmitSceneToPipelineWithAaaAaaConfigFrameFrameBufferDebugName(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, resources *PipelineResources, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32, framebuffer *FrameBufferHandle, debugname string) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithAaaAaaConfigFrameFrameBufferDebugName See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFb

func SubmitSceneToPipelineWithFb(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, resources *PipelineResources, fb *FrameBufferHandle) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFb See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFbDebugName

func SubmitSceneToPipelineWithFbDebugName(viewid *uint16, scene *Scene, rect *IntRect, viewstate *ViewState, pipeline *ForwardPipeline, resources *PipelineResources, fb *FrameBufferHandle, debugname string) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFbDebugName See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFovAxisIsHorizontal

func SubmitSceneToPipelineWithFovAxisIsHorizontal(viewid *uint16, scene *Scene, rect *IntRect, fovaxisishorizontal bool, pipeline *ForwardPipeline, resources *PipelineResources) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFovAxisIsHorizontal See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrame

func SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrame(viewid *uint16, scene *Scene, rect *IntRect, fovaxisishorizontal bool, pipeline *ForwardPipeline, resources *PipelineResources, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrame See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrameFrameBuffer

func SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrameFrameBuffer(viewid *uint16, scene *Scene, rect *IntRect, fovaxisishorizontal bool, pipeline *ForwardPipeline, resources *PipelineResources, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32, framebuffer *FrameBufferHandle) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrameFrameBuffer See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrameFrameBufferDebugName

func SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrameFrameBufferDebugName(viewid *uint16, scene *Scene, rect *IntRect, fovaxisishorizontal bool, pipeline *ForwardPipeline, resources *PipelineResources, aaa *ForwardPipelineAAA, aaaconfig *ForwardPipelineAAAConfig, frame int32, framebuffer *FrameBufferHandle, debugname string) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFovAxisIsHorizontalAaaAaaConfigFrameFrameBufferDebugName See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFovAxisIsHorizontalFb

func SubmitSceneToPipelineWithFovAxisIsHorizontalFb(viewid *uint16, scene *Scene, rect *IntRect, fovaxisishorizontal bool, pipeline *ForwardPipeline, resources *PipelineResources, fb *FrameBufferHandle) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFovAxisIsHorizontalFb See harfang.SubmitSceneToForwardPipeline.

func SubmitSceneToPipelineWithFovAxisIsHorizontalFbDebugName

func SubmitSceneToPipelineWithFovAxisIsHorizontalFbDebugName(viewid *uint16, scene *Scene, rect *IntRect, fovaxisishorizontal bool, pipeline *ForwardPipeline, resources *PipelineResources, fb *FrameBufferHandle, debugname string) *SceneForwardPipelinePassViewId

SubmitSceneToPipelineWithFovAxisIsHorizontalFbDebugName See harfang.SubmitSceneToForwardPipeline.

func (*SceneForwardPipelinePassViewId) Free

func (pointer *SceneForwardPipelinePassViewId) Free()

Free ...

func (*SceneForwardPipelinePassViewId) IsNil

func (pointer *SceneForwardPipelinePassViewId) IsNil() bool

IsNil ...

type SceneForwardPipelineRenderData

type SceneForwardPipelineRenderData struct {
	// contains filtered or unexported fields
}

SceneForwardPipelineRenderData Holds all data required to draw a scene with the forward pipeline. See [harfang.man.ForwardPipeline].

func NewSceneForwardPipelineRenderData

func NewSceneForwardPipelineRenderData() *SceneForwardPipelineRenderData

NewSceneForwardPipelineRenderData Holds all data required to draw a scene with the forward pipeline. See [harfang.man.ForwardPipeline].

func (*SceneForwardPipelineRenderData) Free

func (pointer *SceneForwardPipelineRenderData) Free()

Free ...

func (*SceneForwardPipelineRenderData) IsNil

func (pointer *SceneForwardPipelineRenderData) IsNil() bool

IsNil ...

type SceneLuaVM

type SceneLuaVM struct {
	// contains filtered or unexported fields
}

SceneLuaVM Lua VM for scene script components. See [harfang.man.Scripting].

func NewSceneLuaVM

func NewSceneLuaVM() *SceneLuaVM

NewSceneLuaVM Lua VM for scene script components. See [harfang.man.Scripting].

func (*SceneLuaVM) Call

func (pointer *SceneLuaVM) Call(script *Script, function string, args *LuaObjectList) (bool, *LuaObjectList)

Call ...

func (*SceneLuaVM) CallWithSliceOfArgs

func (pointer *SceneLuaVM) CallWithSliceOfArgs(script *Script, function string, SliceOfargs GoSliceOfLuaObject) (bool, *LuaObjectList)

CallWithSliceOfArgs ...

func (*SceneLuaVM) CreateNodeScriptsFromAssets

func (pointer *SceneLuaVM) CreateNodeScriptsFromAssets(scene *Scene, node *Node) *ScriptList

CreateNodeScriptsFromAssets ...

func (*SceneLuaVM) CreateNodeScriptsFromFile

func (pointer *SceneLuaVM) CreateNodeScriptsFromFile(scene *Scene, node *Node) *ScriptList

CreateNodeScriptsFromFile ...

func (*SceneLuaVM) CreateScriptFromAssets

func (pointer *SceneLuaVM) CreateScriptFromAssets(scene *Scene, script *Script) bool

CreateScriptFromAssets ...

func (*SceneLuaVM) CreateScriptFromFile

func (pointer *SceneLuaVM) CreateScriptFromFile(scene *Scene, script *Script) bool

CreateScriptFromFile ...

func (*SceneLuaVM) CreateScriptFromSource

func (pointer *SceneLuaVM) CreateScriptFromSource(scene *Scene, script *Script, src string) bool

CreateScriptFromSource ...

func (*SceneLuaVM) DestroyScripts

func (pointer *SceneLuaVM) DestroyScripts(scripts *ScriptList)

DestroyScripts ...

func (*SceneLuaVM) Free

func (pointer *SceneLuaVM) Free()

Free ...

func (*SceneLuaVM) GarbageCollect

func (pointer *SceneLuaVM) GarbageCollect(scene *Scene) *ScriptList

GarbageCollect ...

func (*SceneLuaVM) GetScriptCount

func (pointer *SceneLuaVM) GetScriptCount() int32

GetScriptCount ...

func (*SceneLuaVM) GetScriptEnv

func (pointer *SceneLuaVM) GetScriptEnv(script *Script) *LuaObject

GetScriptEnv ...

func (*SceneLuaVM) GetScriptInterface

func (pointer *SceneLuaVM) GetScriptInterface(script *Script) *StringList

GetScriptInterface ...

func (*SceneLuaVM) GetScriptValue

func (pointer *SceneLuaVM) GetScriptValue(script *Script, name string) *LuaObject

GetScriptValue ...

func (*SceneLuaVM) IsNil

func (pointer *SceneLuaVM) IsNil() bool

IsNil ...

func (*SceneLuaVM) MakeLuaObject

func (pointer *SceneLuaVM) MakeLuaObject() *LuaObject

MakeLuaObject ...

func (*SceneLuaVM) SceneCreateScriptsFromAssets

func (pointer *SceneLuaVM) SceneCreateScriptsFromAssets(scene *Scene) *ScriptList

SceneCreateScriptsFromAssets ...

func (*SceneLuaVM) SceneCreateScriptsFromFile

func (pointer *SceneLuaVM) SceneCreateScriptsFromFile(scene *Scene) *ScriptList

SceneCreateScriptsFromFile ...

func (*SceneLuaVM) SetScriptValue

func (pointer *SceneLuaVM) SetScriptValue(script *Script, name string, value *LuaObject) bool

SetScriptValue ...

type ScenePlayAnimRef

type ScenePlayAnimRef struct {
	// contains filtered or unexported fields
}

ScenePlayAnimRef Reference to a playing scene animation.

func (*ScenePlayAnimRef) Eq

func (pointer *ScenePlayAnimRef) Eq(ref *ScenePlayAnimRef) bool

Eq ...

func (*ScenePlayAnimRef) Free

func (pointer *ScenePlayAnimRef) Free()

Free ...

func (*ScenePlayAnimRef) IsNil

func (pointer *ScenePlayAnimRef) IsNil() bool

IsNil ...

func (*ScenePlayAnimRef) Ne

func (pointer *ScenePlayAnimRef) Ne(ref *ScenePlayAnimRef) bool

Ne ...

type ScenePlayAnimRefList

type ScenePlayAnimRefList struct {
	// contains filtered or unexported fields
}

ScenePlayAnimRefList ...

func NewScenePlayAnimRefList

func NewScenePlayAnimRefList() *ScenePlayAnimRefList

NewScenePlayAnimRefList ...

func NewScenePlayAnimRefListWithSequence

func NewScenePlayAnimRefListWithSequence(sequence GoSliceOfScenePlayAnimRef) *ScenePlayAnimRefList

NewScenePlayAnimRefListWithSequence ...

func (*ScenePlayAnimRefList) At

func (pointer *ScenePlayAnimRefList) At(idx int32) *ScenePlayAnimRef

At ...

func (*ScenePlayAnimRefList) Clear

func (pointer *ScenePlayAnimRefList) Clear()

Clear ...

func (*ScenePlayAnimRefList) Free

func (pointer *ScenePlayAnimRefList) Free()

Free ...

func (*ScenePlayAnimRefList) Get

func (pointer *ScenePlayAnimRefList) Get(id int) *ScenePlayAnimRef

Get ...

func (*ScenePlayAnimRefList) IsNil

func (pointer *ScenePlayAnimRefList) IsNil() bool

IsNil ...

func (*ScenePlayAnimRefList) Len

func (pointer *ScenePlayAnimRefList) Len() int32

Len ...

func (*ScenePlayAnimRefList) PushBack

func (pointer *ScenePlayAnimRefList) PushBack(v *ScenePlayAnimRef)

PushBack ...

func (*ScenePlayAnimRefList) Reserve

func (pointer *ScenePlayAnimRefList) Reserve(size int32)

Reserve ...

func (*ScenePlayAnimRefList) Set

func (pointer *ScenePlayAnimRefList) Set(id int, v *ScenePlayAnimRef)

Set ...

func (*ScenePlayAnimRefList) Size

func (pointer *ScenePlayAnimRefList) Size() int32

Size ...

type SceneView

type SceneView struct {
	// contains filtered or unexported fields
}

SceneView Holds a view to a subset of a scene. Used by the instance system to track instantiated scene content. See harfang.Node_GetInstanceSceneView and [harfang.man.Scene].

func (*SceneView) Free

func (pointer *SceneView) Free()

Free ...

func (*SceneView) GetNode

func (pointer *SceneView) GetNode(scene *Scene, name string) *Node

GetNode Find a node by name in the view. Pass the host scene as the `scene` parameter. See [harfang.man.Scene].

func (*SceneView) GetNodes

func (pointer *SceneView) GetNodes(scene *Scene) *NodeList

GetNodes Return all nodes in the view. Pass the host scene as the `scene` parameter. See [harfang.man.Scene].

func (*SceneView) IsNil

func (pointer *SceneView) IsNil() bool

IsNil ...

type Script

type Script struct {
	// contains filtered or unexported fields
}

Script ...

func (*Script) Eq

func (pointer *Script) Eq(s *Script) bool

Eq ...

func (*Script) Free

func (pointer *Script) Free()

Free ...

func (*Script) GetPath

func (pointer *Script) GetPath() string

GetPath ...

func (*Script) IsNil

func (pointer *Script) IsNil() bool

IsNil ...

func (*Script) IsValid

func (pointer *Script) IsValid() bool

IsValid ...

func (*Script) SetPath

func (pointer *Script) SetPath(path string)

SetPath ...

type ScriptList

type ScriptList struct {
	// contains filtered or unexported fields
}

ScriptList ...

func NewScriptList

func NewScriptList() *ScriptList

NewScriptList ...

func NewScriptListWithSequence

func NewScriptListWithSequence(sequence GoSliceOfScript) *ScriptList

NewScriptListWithSequence ...

func (*ScriptList) At

func (pointer *ScriptList) At(idx int32) *Script

At ...

func (*ScriptList) Clear

func (pointer *ScriptList) Clear()

Clear ...

func (*ScriptList) Free

func (pointer *ScriptList) Free()

Free ...

func (*ScriptList) Get

func (pointer *ScriptList) Get(id int) *Script

Get ...

func (*ScriptList) IsNil

func (pointer *ScriptList) IsNil() bool

IsNil ...

func (*ScriptList) Len

func (pointer *ScriptList) Len() int32

Len ...

func (*ScriptList) PushBack

func (pointer *ScriptList) PushBack(v *Script)

PushBack ...

func (*ScriptList) Reserve

func (pointer *ScriptList) Reserve(size int32)

Reserve ...

func (*ScriptList) Set

func (pointer *ScriptList) Set(id int, v *Script)

Set ...

func (*ScriptList) Size

func (pointer *ScriptList) Size() int32

Size ...

type SeekMode

type SeekMode int32

SeekMode ...

type SignalReturningVoidTakingConstCharPtr

type SignalReturningVoidTakingConstCharPtr struct {
	// contains filtered or unexported fields
}

SignalReturningVoidTakingConstCharPtr ...

func (*SignalReturningVoidTakingConstCharPtr) Connect

Connect ...

func (*SignalReturningVoidTakingConstCharPtr) Disconnect

func (pointer *SignalReturningVoidTakingConstCharPtr) Disconnect(connection *TextInputCallbackConnection)

Disconnect ...

func (*SignalReturningVoidTakingConstCharPtr) DisconnectAll

func (pointer *SignalReturningVoidTakingConstCharPtr) DisconnectAll()

DisconnectAll ...

func (*SignalReturningVoidTakingConstCharPtr) Emit

func (pointer *SignalReturningVoidTakingConstCharPtr) Emit(arg0 string)

Emit ...

func (*SignalReturningVoidTakingConstCharPtr) Free

func (pointer *SignalReturningVoidTakingConstCharPtr) Free()

Free ...

func (*SignalReturningVoidTakingConstCharPtr) GetListenerCount

func (pointer *SignalReturningVoidTakingConstCharPtr) GetListenerCount() int32

GetListenerCount ...

func (*SignalReturningVoidTakingConstCharPtr) IsNil

IsNil ...

type SignalReturningVoidTakingTimeNs

type SignalReturningVoidTakingTimeNs struct {
	// contains filtered or unexported fields
}

SignalReturningVoidTakingTimeNs ...

func (*SignalReturningVoidTakingTimeNs) Connect

Connect ...

func (*SignalReturningVoidTakingTimeNs) Disconnect

func (pointer *SignalReturningVoidTakingTimeNs) Disconnect(connection *TimeCallbackConnection)

Disconnect ...

func (*SignalReturningVoidTakingTimeNs) DisconnectAll

func (pointer *SignalReturningVoidTakingTimeNs) DisconnectAll()

DisconnectAll ...

func (*SignalReturningVoidTakingTimeNs) Emit

func (pointer *SignalReturningVoidTakingTimeNs) Emit(arg0 int64)

Emit ...

func (*SignalReturningVoidTakingTimeNs) Free

func (pointer *SignalReturningVoidTakingTimeNs) Free()

Free ...

func (*SignalReturningVoidTakingTimeNs) GetListenerCount

func (pointer *SignalReturningVoidTakingTimeNs) GetListenerCount() int32

GetListenerCount ...

func (*SignalReturningVoidTakingTimeNs) IsNil

func (pointer *SignalReturningVoidTakingTimeNs) IsNil() bool

IsNil ...

type SoundRef

type SoundRef int32

SoundRef ...

type SourceRef

type SourceRef int32

SourceRef ...

type SourceRepeat

type SourceRepeat int32

SourceRepeat ...

type SourceState

type SourceState int32

SourceState ...

func GetSourceState

func GetSourceState(source SourceRef) SourceState

GetSourceState Return the state of an audio source.

type SpatializedSourceState

type SpatializedSourceState struct {
	// contains filtered or unexported fields
}

SpatializedSourceState State for a spatialized audio source, see [harfang.man.Audio].

func NewSpatializedSourceState

func NewSpatializedSourceState() *SpatializedSourceState

NewSpatializedSourceState State for a spatialized audio source, see [harfang.man.Audio].

func NewSpatializedSourceStateWithMtx

func NewSpatializedSourceStateWithMtx(mtx *Mat4) *SpatializedSourceState

NewSpatializedSourceStateWithMtx State for a spatialized audio source, see [harfang.man.Audio].

func NewSpatializedSourceStateWithMtxVolume

func NewSpatializedSourceStateWithMtxVolume(mtx *Mat4, volume float32) *SpatializedSourceState

NewSpatializedSourceStateWithMtxVolume State for a spatialized audio source, see [harfang.man.Audio].

func NewSpatializedSourceStateWithMtxVolumeRepeat

func NewSpatializedSourceStateWithMtxVolumeRepeat(mtx *Mat4, volume float32, repeat SourceRepeat) *SpatializedSourceState

NewSpatializedSourceStateWithMtxVolumeRepeat State for a spatialized audio source, see [harfang.man.Audio].

func NewSpatializedSourceStateWithMtxVolumeRepeatVel

func NewSpatializedSourceStateWithMtxVolumeRepeatVel(mtx *Mat4, volume float32, repeat SourceRepeat, vel *Vec3) *SpatializedSourceState

NewSpatializedSourceStateWithMtxVolumeRepeatVel State for a spatialized audio source, see [harfang.man.Audio].

func (*SpatializedSourceState) Free

func (pointer *SpatializedSourceState) Free()

Free ...

func (*SpatializedSourceState) GetMtx

func (pointer *SpatializedSourceState) GetMtx() *Mat4

GetMtx ...

func (*SpatializedSourceState) GetRepeat

func (pointer *SpatializedSourceState) GetRepeat() SourceRepeat

GetRepeat ...

func (*SpatializedSourceState) GetVel

func (pointer *SpatializedSourceState) GetVel() *Vec3

GetVel ...

func (*SpatializedSourceState) GetVolume

func (pointer *SpatializedSourceState) GetVolume() float32

GetVolume ...

func (*SpatializedSourceState) IsNil

func (pointer *SpatializedSourceState) IsNil() bool

IsNil ...

func (*SpatializedSourceState) SetMtx

func (pointer *SpatializedSourceState) SetMtx(v *Mat4)

SetMtx ...

func (*SpatializedSourceState) SetRepeat

func (pointer *SpatializedSourceState) SetRepeat(v SourceRepeat)

SetRepeat ...

func (*SpatializedSourceState) SetVel

func (pointer *SpatializedSourceState) SetVel(v *Vec3)

SetVel ...

func (*SpatializedSourceState) SetVolume

func (pointer *SpatializedSourceState) SetVolume(v float32)

SetVolume ...

type StereoSourceState

type StereoSourceState struct {
	// contains filtered or unexported fields
}

StereoSourceState State for a stereo audio source, see [harfang.man.Audio].

func NewStereoSourceState

func NewStereoSourceState() *StereoSourceState

NewStereoSourceState State for a stereo audio source, see [harfang.man.Audio].

func NewStereoSourceStateWithVolume

func NewStereoSourceStateWithVolume(volume float32) *StereoSourceState

NewStereoSourceStateWithVolume State for a stereo audio source, see [harfang.man.Audio].

func NewStereoSourceStateWithVolumeRepeat

func NewStereoSourceStateWithVolumeRepeat(volume float32, repeat SourceRepeat) *StereoSourceState

NewStereoSourceStateWithVolumeRepeat State for a stereo audio source, see [harfang.man.Audio].

func NewStereoSourceStateWithVolumeRepeatPanning

func NewStereoSourceStateWithVolumeRepeatPanning(volume float32, repeat SourceRepeat, panning float32) *StereoSourceState

NewStereoSourceStateWithVolumeRepeatPanning State for a stereo audio source, see [harfang.man.Audio].

func (*StereoSourceState) Free

func (pointer *StereoSourceState) Free()

Free ...

func (*StereoSourceState) GetPanning

func (pointer *StereoSourceState) GetPanning() float32

GetPanning ...

func (*StereoSourceState) GetRepeat

func (pointer *StereoSourceState) GetRepeat() SourceRepeat

GetRepeat ...

func (*StereoSourceState) GetVolume

func (pointer *StereoSourceState) GetVolume() float32

GetVolume ...

func (*StereoSourceState) IsNil

func (pointer *StereoSourceState) IsNil() bool

IsNil ...

func (*StereoSourceState) SetPanning

func (pointer *StereoSourceState) SetPanning(v float32)

SetPanning ...

func (*StereoSourceState) SetRepeat

func (pointer *StereoSourceState) SetRepeat(v SourceRepeat)

SetRepeat ...

func (*StereoSourceState) SetVolume

func (pointer *StereoSourceState) SetVolume(v float32)

SetVolume ...

type StringList

type StringList struct {
	// contains filtered or unexported fields
}

StringList ...

func GetGamepadNames

func GetGamepadNames() *StringList

GetGamepadNames Return a list of names for all supported gamepad devices on the system. See harfang.ReadGamepad.

func GetJoystickDeviceNames

func GetJoystickDeviceNames() *StringList

GetJoystickDeviceNames ...

func GetJoystickNames

func GetJoystickNames() *StringList

GetJoystickNames ...

func GetKeyboardNames

func GetKeyboardNames() *StringList

GetKeyboardNames Return a list of names for all supported keyboard devices on the system. See harfang.ReadKeyboard.

func GetMaterialTextures

func GetMaterialTextures(mat *Material) *StringList

GetMaterialTextures Return the list of names of a material texture uniforms.

func GetMaterialValues

func GetMaterialValues(mat *Material) *StringList

GetMaterialValues Return the list of names of a material value uniforms.

func GetMouseNames

func GetMouseNames() *StringList

GetMouseNames Return a list of names for all supported mouse devices on the system. See harfang.ReadKeyboard.

func GetVRControllerNames

func GetVRControllerNames() *StringList

GetVRControllerNames Return a list of names for all supported VR controller devices on the system. See harfang.ReadVRController.

func GetVRGenericTrackerNames

func GetVRGenericTrackerNames() *StringList

GetVRGenericTrackerNames Return a list of names for all supported VR tracker devices on the system.

func NewStringList

func NewStringList() *StringList

NewStringList ...

func NewStringListWithSequence

func NewStringListWithSequence(sequence GoSliceOfstring) *StringList

NewStringListWithSequence ...

func (*StringList) At

func (pointer *StringList) At(idx int32) string

At ...

func (*StringList) Clear

func (pointer *StringList) Clear()

Clear ...

func (*StringList) Free

func (pointer *StringList) Free()

Free ...

func (*StringList) Get

func (pointer *StringList) Get(id int) string

Get ...

func (*StringList) IsNil

func (pointer *StringList) IsNil() bool

IsNil ...

func (*StringList) Len

func (pointer *StringList) Len() int32

Len ...

func (*StringList) PushBack

func (pointer *StringList) PushBack(v string)

PushBack ...

func (*StringList) Reserve

func (pointer *StringList) Reserve(size int32)

Reserve ...

func (*StringList) Set

func (pointer *StringList) Set(id int, v string)

Set ...

func (*StringList) Size

func (pointer *StringList) Size() int32

Size ...

type TextInputCallbackConnection

type TextInputCallbackConnection struct {
	// contains filtered or unexported fields
}

TextInputCallbackConnection ...

func (*TextInputCallbackConnection) Free

func (pointer *TextInputCallbackConnection) Free()

Free ...

func (*TextInputCallbackConnection) IsNil

func (pointer *TextInputCallbackConnection) IsNil() bool

IsNil ...

type Texture

type Texture struct {
	// contains filtered or unexported fields
}

Texture ...

func CreateTexture

func CreateTexture(width int32, height int32, name string, flags TextureFlags) *Texture

CreateTexture Create an empty texture. See harfang.CreateTextureFromPicture and harfang.UpdateTextureFromPicture.

func CreateTextureFromPicture

func CreateTextureFromPicture(pic *Picture, name string, flags TextureFlags) *Texture

CreateTextureFromPicture Create a texture from a picture. See harfang.Picture, harfang.CreateTexture and harfang.UpdateTextureFromPicture.

func CreateTextureFromPictureWithFormat

func CreateTextureFromPictureWithFormat(pic *Picture, name string, flags TextureFlags, format TextureFormat) *Texture

CreateTextureFromPictureWithFormat Create a texture from a picture. See harfang.Picture, harfang.CreateTexture and harfang.UpdateTextureFromPicture.

func CreateTextureWithFormat

func CreateTextureWithFormat(width int32, height int32, name string, flags TextureFlags, format TextureFormat) *Texture

CreateTextureWithFormat Create an empty texture. See harfang.CreateTextureFromPicture and harfang.UpdateTextureFromPicture.

func GetColorTexture

func GetColorTexture(frameBuffer *FrameBuffer) *Texture

GetColorTexture Retrieves color texture attachment.

func GetDepthTexture

func GetDepthTexture(frameBuffer *FrameBuffer) *Texture

GetDepthTexture Retrieves depth texture attachment.

func NewTexture

func NewTexture() *Texture

NewTexture ...

func OpenVRGetColorTexture

func OpenVRGetColorTexture(eye *OpenVREyeFrameBuffer) *Texture

OpenVRGetColorTexture Return the color texture attached to an eye framebuffer.

func OpenVRGetDepthTexture

func OpenVRGetDepthTexture(eye *OpenVREyeFrameBuffer) *Texture

OpenVRGetDepthTexture Return the depth texture attached to an eye framebuffer.

func (*Texture) Free

func (pointer *Texture) Free()

Free ...

func (*Texture) IsNil

func (pointer *Texture) IsNil() bool

IsNil ...

type TextureFlags

type TextureFlags uint64

TextureFlags ...

type TextureFormat

type TextureFormat int32

TextureFormat ...

type TextureInfo

type TextureInfo struct {
	// contains filtered or unexported fields
}

TextureInfo ...

func NewTextureInfo

func NewTextureInfo() *TextureInfo

NewTextureInfo ...

func (*TextureInfo) Free

func (pointer *TextureInfo) Free()

Free ...

func (*TextureInfo) GetBitsPerPixel

func (pointer *TextureInfo) GetBitsPerPixel() uint8

GetBitsPerPixel ...

func (*TextureInfo) GetCubeMap

func (pointer *TextureInfo) GetCubeMap() bool

GetCubeMap ...

func (*TextureInfo) GetDepth

func (pointer *TextureInfo) GetDepth() uint16

GetDepth ...

func (*TextureInfo) GetFormat

func (pointer *TextureInfo) GetFormat() TextureFormat

GetFormat ...

func (*TextureInfo) GetHeight

func (pointer *TextureInfo) GetHeight() uint16

GetHeight ...

func (*TextureInfo) GetNumLayers

func (pointer *TextureInfo) GetNumLayers() uint16

GetNumLayers ...

func (*TextureInfo) GetNumMips

func (pointer *TextureInfo) GetNumMips() uint8

GetNumMips ...

func (*TextureInfo) GetStorageSize

func (pointer *TextureInfo) GetStorageSize() uint32

GetStorageSize ...

func (*TextureInfo) GetWidth

func (pointer *TextureInfo) GetWidth() uint16

GetWidth ...

func (*TextureInfo) IsNil

func (pointer *TextureInfo) IsNil() bool

IsNil ...

func (*TextureInfo) SetBitsPerPixel

func (pointer *TextureInfo) SetBitsPerPixel(v uint8)

SetBitsPerPixel ...

func (*TextureInfo) SetCubeMap

func (pointer *TextureInfo) SetCubeMap(v bool)

SetCubeMap ...

func (*TextureInfo) SetDepth

func (pointer *TextureInfo) SetDepth(v uint16)

SetDepth ...

func (*TextureInfo) SetFormat

func (pointer *TextureInfo) SetFormat(v TextureFormat)

SetFormat ...

func (*TextureInfo) SetHeight

func (pointer *TextureInfo) SetHeight(v uint16)

SetHeight ...

func (*TextureInfo) SetNumLayers

func (pointer *TextureInfo) SetNumLayers(v uint16)

SetNumLayers ...

func (*TextureInfo) SetNumMips

func (pointer *TextureInfo) SetNumMips(v uint8)

SetNumMips ...

func (*TextureInfo) SetStorageSize

func (pointer *TextureInfo) SetStorageSize(v uint32)

SetStorageSize ...

func (*TextureInfo) SetWidth

func (pointer *TextureInfo) SetWidth(v uint16)

SetWidth ...

type TextureRef

type TextureRef struct {
	// contains filtered or unexported fields
}

TextureRef ...

func GetMaterialTexture

func GetMaterialTexture(mat *Material, name string) *TextureRef

GetMaterialTexture Return the texture reference assigned to a material named uniform.

func LoadTextureFromAssetsWithFlagsResources

func LoadTextureFromAssetsWithFlagsResources(path string, flags uint32, resources *PipelineResources) *TextureRef

LoadTextureFromAssetsWithFlagsResources Load a texture from the assets system. - When not using pipeline resources the texture informations are returned directly. - When using pipeline resources the texture informations can be retrieved from the harfang.PipelineResources object. See [harfang.man.Assets].

func LoadTextureFromFileWithFlagsResources

func LoadTextureFromFileWithFlagsResources(path string, flags uint32, resources *PipelineResources) *TextureRef

LoadTextureFromFileWithFlagsResources Load a texture from the local filesystem. - When not using pipeline resources the texture informations are returned directly. - When using pipeline resources the texture informations can be retrieved from the harfang.PipelineResources object.

func (*TextureRef) Eq

func (pointer *TextureRef) Eq(t *TextureRef) bool

Eq ...

func (*TextureRef) Free

func (pointer *TextureRef) Free()

Free ...

func (*TextureRef) IsNil

func (pointer *TextureRef) IsNil() bool

IsNil ...

func (*TextureRef) Ne

func (pointer *TextureRef) Ne(t *TextureRef) bool

Ne ...

type TimeCallbackConnection

type TimeCallbackConnection struct {
	// contains filtered or unexported fields
}

TimeCallbackConnection A harfang.TimeCallback connection to a harfang.Signal_returning_void_taking_time_ns.

func (*TimeCallbackConnection) Free

func (pointer *TimeCallbackConnection) Free()

Free ...

func (*TimeCallbackConnection) IsNil

func (pointer *TimeCallbackConnection) IsNil() bool

IsNil ...

type Transform

type Transform struct {
	// contains filtered or unexported fields
}

Transform Transformation component for a harfang.Node, see [harfang.man.Scene].

func (*Transform) ClearParent

func (pointer *Transform) ClearParent()

ClearParent ...

func (*Transform) Eq

func (pointer *Transform) Eq(t *Transform) bool

Eq ...

func (*Transform) Free

func (pointer *Transform) Free()

Free ...

func (*Transform) GetParent

func (pointer *Transform) GetParent() *Node

GetParent Return the parent node for this harfang.Transform.

func (*Transform) GetPos

func (pointer *Transform) GetPos() *Vec3

GetPos Return the transform position. > If you want the visual position of a Node with a rigid body, use harfang.GetT on harfang.Transform_GetWorld. See [harfang.man.Physics].

func (*Transform) GetPosRot

func (pointer *Transform) GetPosRot() (*Vec3, *Vec3)

GetPosRot ...

func (*Transform) GetRot

func (pointer *Transform) GetRot() *Vec3

GetRot Get the transform rotation. If you want the visual rotation of a Node with a rigid body, use harfang.GetRotation on the matrix returned by harfang.Transform_GetWorld. See [harfang.man.Physics].

func (*Transform) GetScale

func (pointer *Transform) GetScale() *Vec3

GetScale Get the transform scale.

func (*Transform) GetTRS

func (pointer *Transform) GetTRS() *TransformTRS

GetTRS Return the harfang.TransformTRS.

func (*Transform) GetWorld

func (pointer *Transform) GetWorld() *Mat4

GetWorld Return the world matrix.

func (*Transform) IsNil

func (pointer *Transform) IsNil() bool

IsNil ...

func (*Transform) IsValid

func (pointer *Transform) IsValid() bool

IsValid ...

func (*Transform) SetLocal

func (pointer *Transform) SetLocal(local *Mat4)

SetLocal ...

func (*Transform) SetParent

func (pointer *Transform) SetParent(n *Node)

SetParent Set the parent node for this transform. This transform will then inherit the transformation of its parent node's harfang.Transform component.

func (*Transform) SetPos

func (pointer *Transform) SetPos(T *Vec3)

SetPos Set the transform position. > When the Node has a RigidBody component, harfang.Transform_SetPos is overrided by physics. See [harfang.man.Physics].

func (*Transform) SetPosRot

func (pointer *Transform) SetPosRot(pos *Vec3, rot *Vec3)

SetPosRot ...

func (*Transform) SetRot

func (pointer *Transform) SetRot(R *Vec3)

SetRot Set the transform rotation from a vector of _Euler_ angles. > When the Node has a RigidBody component, harfang.Transform_SetRot is overrided by physics. See [harfang.man.Physics].

func (*Transform) SetScale

func (pointer *Transform) SetScale(S *Vec3)

SetScale Set the transform scale.

func (*Transform) SetTRS

func (pointer *Transform) SetTRS(TRS *TransformTRS)

SetTRS Set the harfang.TransformTRS.

func (*Transform) SetWorld

func (pointer *Transform) SetWorld(world *Mat4)

SetWorld Set the world matrix. > When the Node has a RigidBody component, SetWorld is overrided by physics.

type TransformTRS

type TransformTRS struct {
	// contains filtered or unexported fields
}

TransformTRS Translation, rotation and scale packed as a single object.

func NewTransformTRS

func NewTransformTRS() *TransformTRS

NewTransformTRS Translation, rotation and scale packed as a single object.

func (*TransformTRS) Free

func (pointer *TransformTRS) Free()

Free ...

func (*TransformTRS) GetPos

func (pointer *TransformTRS) GetPos() *Vec3

GetPos ...

func (*TransformTRS) GetRot

func (pointer *TransformTRS) GetRot() *Vec3

GetRot ...

func (*TransformTRS) GetScl

func (pointer *TransformTRS) GetScl() *Vec3

GetScl ...

func (*TransformTRS) IsNil

func (pointer *TransformTRS) IsNil() bool

IsNil ...

func (*TransformTRS) SetPos

func (pointer *TransformTRS) SetPos(v *Vec3)

SetPos ...

func (*TransformTRS) SetRot

func (pointer *TransformTRS) SetRot(v *Vec3)

SetRot ...

func (*TransformTRS) SetScl

func (pointer *TransformTRS) SetScl(v *Vec3)

SetScl ...

type Uint16TList

type Uint16TList struct {
	// contains filtered or unexported fields
}

Uint16TList ...

func NewUint16TList

func NewUint16TList() *Uint16TList

NewUint16TList ...

func NewUint16TListWithSequence

func NewUint16TListWithSequence(sequence GoSliceOfuint16T) *Uint16TList

NewUint16TListWithSequence ...

func (*Uint16TList) At

func (pointer *Uint16TList) At(idx int32) uint16

At ...

func (*Uint16TList) Clear

func (pointer *Uint16TList) Clear()

Clear ...

func (*Uint16TList) Free

func (pointer *Uint16TList) Free()

Free ...

func (*Uint16TList) Get

func (pointer *Uint16TList) Get(id int) uint16

Get ...

func (*Uint16TList) IsNil

func (pointer *Uint16TList) IsNil() bool

IsNil ...

func (*Uint16TList) Len

func (pointer *Uint16TList) Len() int32

Len ...

func (*Uint16TList) PushBack

func (pointer *Uint16TList) PushBack(v uint16)

PushBack ...

func (*Uint16TList) Reserve

func (pointer *Uint16TList) Reserve(size int32)

Reserve ...

func (*Uint16TList) Set

func (pointer *Uint16TList) Set(id int, v uint16)

Set ...

func (*Uint16TList) Size

func (pointer *Uint16TList) Size() int32

Size ...

type Uint32TList

type Uint32TList struct {
	// contains filtered or unexported fields
}

Uint32TList ...

func NewUint32TList

func NewUint32TList() *Uint32TList

NewUint32TList ...

func NewUint32TListWithSequence

func NewUint32TListWithSequence(sequence GoSliceOfuint32T) *Uint32TList

NewUint32TListWithSequence ...

func (*Uint32TList) At

func (pointer *Uint32TList) At(idx int32) uint32

At ...

func (*Uint32TList) Clear

func (pointer *Uint32TList) Clear()

Clear ...

func (*Uint32TList) Free

func (pointer *Uint32TList) Free()

Free ...

func (*Uint32TList) Get

func (pointer *Uint32TList) Get(id int) uint32

Get ...

func (*Uint32TList) IsNil

func (pointer *Uint32TList) IsNil() bool

IsNil ...

func (*Uint32TList) Len

func (pointer *Uint32TList) Len() int32

Len ...

func (*Uint32TList) PushBack

func (pointer *Uint32TList) PushBack(v uint32)

PushBack ...

func (*Uint32TList) Reserve

func (pointer *Uint32TList) Reserve(size int32)

Reserve ...

func (*Uint32TList) Set

func (pointer *Uint32TList) Set(id int, v uint32)

Set ...

func (*Uint32TList) Size

func (pointer *Uint32TList) Size() int32

Size ...

type UniformSetTexture

type UniformSetTexture struct {
	// contains filtered or unexported fields
}

UniformSetTexture Command object to set a uniform texture at draw time.

func MakeUniformSetTexture

func MakeUniformSetTexture(name string, texture *Texture, stage uint8) *UniformSetTexture

MakeUniformSetTexture Create a uniform set texture object. This object can be added to a harfang.UniformSetTextureList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func (*UniformSetTexture) Free

func (pointer *UniformSetTexture) Free()

Free ...

func (*UniformSetTexture) IsNil

func (pointer *UniformSetTexture) IsNil() bool

IsNil ...

type UniformSetTextureList

type UniformSetTextureList struct {
	// contains filtered or unexported fields
}

UniformSetTextureList ...

func NewUniformSetTextureList

func NewUniformSetTextureList() *UniformSetTextureList

NewUniformSetTextureList ...

func NewUniformSetTextureListWithSequence

func NewUniformSetTextureListWithSequence(sequence GoSliceOfUniformSetTexture) *UniformSetTextureList

NewUniformSetTextureListWithSequence ...

func (*UniformSetTextureList) At

func (pointer *UniformSetTextureList) At(idx int32) *UniformSetTexture

At ...

func (*UniformSetTextureList) Clear

func (pointer *UniformSetTextureList) Clear()

Clear ...

func (*UniformSetTextureList) Free

func (pointer *UniformSetTextureList) Free()

Free ...

func (*UniformSetTextureList) Get

func (pointer *UniformSetTextureList) Get(id int) *UniformSetTexture

Get ...

func (*UniformSetTextureList) IsNil

func (pointer *UniformSetTextureList) IsNil() bool

IsNil ...

func (*UniformSetTextureList) Len

func (pointer *UniformSetTextureList) Len() int32

Len ...

func (*UniformSetTextureList) PushBack

func (pointer *UniformSetTextureList) PushBack(v *UniformSetTexture)

PushBack ...

func (*UniformSetTextureList) Reserve

func (pointer *UniformSetTextureList) Reserve(size int32)

Reserve ...

func (*UniformSetTextureList) Set

func (pointer *UniformSetTextureList) Set(id int, v *UniformSetTexture)

Set ...

func (*UniformSetTextureList) Size

func (pointer *UniformSetTextureList) Size() int32

Size ...

type UniformSetValue

type UniformSetValue struct {
	// contains filtered or unexported fields
}

UniformSetValue Command object to set a uniform value at draw time.

func MakeUniformSetValue

func MakeUniformSetValue(name string, v float32) *UniformSetValue

MakeUniformSetValue Create a uniform set value object. This object can be added to a harfang.UniformSetValueList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func MakeUniformSetValueWithMat3V

func MakeUniformSetValueWithMat3V(name string, v *Mat3) *UniformSetValue

MakeUniformSetValueWithMat3V Create a uniform set value object. This object can be added to a harfang.UniformSetValueList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func MakeUniformSetValueWithMat44V

func MakeUniformSetValueWithMat44V(name string, v *Mat44) *UniformSetValue

MakeUniformSetValueWithMat44V Create a uniform set value object. This object can be added to a harfang.UniformSetValueList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func MakeUniformSetValueWithMat4V

func MakeUniformSetValueWithMat4V(name string, v *Mat4) *UniformSetValue

MakeUniformSetValueWithMat4V Create a uniform set value object. This object can be added to a harfang.UniformSetValueList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func MakeUniformSetValueWithV

func MakeUniformSetValueWithV(name string, v *Vec2) *UniformSetValue

MakeUniformSetValueWithV Create a uniform set value object. This object can be added to a harfang.UniformSetValueList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func MakeUniformSetValueWithVec3V

func MakeUniformSetValueWithVec3V(name string, v *Vec3) *UniformSetValue

MakeUniformSetValueWithVec3V Create a uniform set value object. This object can be added to a harfang.UniformSetValueList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func MakeUniformSetValueWithVec4V

func MakeUniformSetValueWithVec4V(name string, v *Vec4) *UniformSetValue

MakeUniformSetValueWithVec4V Create a uniform set value object. This object can be added to a harfang.UniformSetValueList to control the shader program uniform values for a subsequent call to harfang.DrawModel.

func (*UniformSetValue) Free

func (pointer *UniformSetValue) Free()

Free ...

func (*UniformSetValue) IsNil

func (pointer *UniformSetValue) IsNil() bool

IsNil ...

type UniformSetValueList

type UniformSetValueList struct {
	// contains filtered or unexported fields
}

UniformSetValueList ...

func NewUniformSetValueList

func NewUniformSetValueList() *UniformSetValueList

NewUniformSetValueList ...

func NewUniformSetValueListWithSequence

func NewUniformSetValueListWithSequence(sequence GoSliceOfUniformSetValue) *UniformSetValueList

NewUniformSetValueListWithSequence ...

func (*UniformSetValueList) At

func (pointer *UniformSetValueList) At(idx int32) *UniformSetValue

At ...

func (*UniformSetValueList) Clear

func (pointer *UniformSetValueList) Clear()

Clear ...

func (*UniformSetValueList) Free

func (pointer *UniformSetValueList) Free()

Free ...

func (*UniformSetValueList) Get

func (pointer *UniformSetValueList) Get(id int) *UniformSetValue

Get ...

func (*UniformSetValueList) IsNil

func (pointer *UniformSetValueList) IsNil() bool

IsNil ...

func (*UniformSetValueList) Len

func (pointer *UniformSetValueList) Len() int32

Len ...

func (*UniformSetValueList) PushBack

func (pointer *UniformSetValueList) PushBack(v *UniformSetValue)

PushBack ...

func (*UniformSetValueList) Reserve

func (pointer *UniformSetValueList) Reserve(size int32)

Reserve ...

func (*UniformSetValueList) Set

func (pointer *UniformSetValueList) Set(id int, v *UniformSetValue)

Set ...

func (*UniformSetValueList) Size

func (pointer *UniformSetValueList) Size() int32

Size ...

type VRController

type VRController struct {
	// contains filtered or unexported fields
}

VRController Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetVRControllerNames to query for available VR controller devices.

func NewVRController

func NewVRController() *VRController

NewVRController Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetVRControllerNames to query for available VR controller devices.

func NewVRControllerWithName

func NewVRControllerWithName(name string) *VRController

NewVRControllerWithName Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetVRControllerNames to query for available VR controller devices.

func (*VRController) Connected

func (pointer *VRController) Connected() bool

Connected Gamepad was connected since the last update.

func (*VRController) Disconnected

func (pointer *VRController) Disconnected() bool

Disconnected Gamepad was disconnected since the last update.

func (*VRController) Down

func (pointer *VRController) Down(btn VRControllerButton) bool

Down ...

func (*VRController) DtSurface

func (pointer *VRController) DtSurface(idx int32) *Vec2

DtSurface ...

func (*VRController) Free

func (pointer *VRController) Free()

Free ...

func (*VRController) IsConnected

func (pointer *VRController) IsConnected() bool

IsConnected Gamepad is currently connected.

func (*VRController) IsNil

func (pointer *VRController) IsNil() bool

IsNil ...

func (*VRController) Pressed

func (pointer *VRController) Pressed(btn VRControllerButton) bool

Pressed ...

func (*VRController) Released

func (pointer *VRController) Released(btn VRControllerButton) bool

Released ...

func (*VRController) SendHapticPulse

func (pointer *VRController) SendHapticPulse(duration int64)

SendHapticPulse ...

func (*VRController) Surface

func (pointer *VRController) Surface(idx int32) *Vec2

Surface ...

func (*VRController) Touch

func (pointer *VRController) Touch(btn VRControllerButton) bool

Touch ...

func (*VRController) TouchEnd

func (pointer *VRController) TouchEnd(btn VRControllerButton) bool

TouchEnd ...

func (*VRController) TouchStart

func (pointer *VRController) TouchStart(btn VRControllerButton) bool

TouchStart ...

func (*VRController) Update

func (pointer *VRController) Update()

Update ...

func (*VRController) World

func (pointer *VRController) World() *Mat4

World ...

type VRControllerButton

type VRControllerButton int32

VRControllerButton ...

type VRControllerState

type VRControllerState struct {
	// contains filtered or unexported fields
}

VRControllerState ...

func ReadVRController

func ReadVRController() *VRControllerState

ReadVRController Read the current state of a named VR controller. If no name is passed, `default` is implied. See harfang.GetVRControllerNames.

func ReadVRControllerWithName

func ReadVRControllerWithName(name string) *VRControllerState

ReadVRControllerWithName Read the current state of a named VR controller. If no name is passed, `default` is implied. See harfang.GetVRControllerNames.

func (*VRControllerState) Free

func (pointer *VRControllerState) Free()

Free ...

func (*VRControllerState) IsConnected

func (pointer *VRControllerState) IsConnected() bool

IsConnected ...

func (*VRControllerState) IsNil

func (pointer *VRControllerState) IsNil() bool

IsNil ...

func (*VRControllerState) Pressed

func (pointer *VRControllerState) Pressed(btn VRControllerButton) bool

Pressed ...

func (*VRControllerState) Surface

func (pointer *VRControllerState) Surface(idx int32) *Vec2

Surface ...

func (*VRControllerState) Touched

func (pointer *VRControllerState) Touched(btn VRControllerButton) bool

Touched ...

func (*VRControllerState) World

func (pointer *VRControllerState) World() *Mat4

World ...

type VRGenericTracker

type VRGenericTracker struct {
	// contains filtered or unexported fields
}

VRGenericTracker Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetVRGenericTrackerNames to query for available VR generic tracker devices.

func NewVRGenericTracker

func NewVRGenericTracker() *VRGenericTracker

NewVRGenericTracker Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetVRGenericTrackerNames to query for available VR generic tracker devices.

func NewVRGenericTrackerWithName

func NewVRGenericTrackerWithName(name string) *VRGenericTracker

NewVRGenericTrackerWithName Helper class holding the current and previous device state to enable delta state queries. Use harfang.GetVRGenericTrackerNames to query for available VR generic tracker devices.

func (*VRGenericTracker) Free

func (pointer *VRGenericTracker) Free()

Free ...

func (*VRGenericTracker) IsConnected

func (pointer *VRGenericTracker) IsConnected() bool

IsConnected ...

func (*VRGenericTracker) IsNil

func (pointer *VRGenericTracker) IsNil() bool

IsNil ...

func (*VRGenericTracker) Update

func (pointer *VRGenericTracker) Update()

Update ...

func (*VRGenericTracker) World

func (pointer *VRGenericTracker) World() *Mat4

World ...

type VRGenericTrackerState

type VRGenericTrackerState struct {
	// contains filtered or unexported fields
}

VRGenericTrackerState ...

func ReadVRGenericTracker

func ReadVRGenericTracker() *VRGenericTrackerState

ReadVRGenericTracker Read the current state of a named VR generic tracked. If no name is passed, `default` is implied. See harfang.GetVRGenericTrackerNames.

func ReadVRGenericTrackerWithName

func ReadVRGenericTrackerWithName(name string) *VRGenericTrackerState

ReadVRGenericTrackerWithName Read the current state of a named VR generic tracked. If no name is passed, `default` is implied. See harfang.GetVRGenericTrackerNames.

func (*VRGenericTrackerState) Free

func (pointer *VRGenericTrackerState) Free()

Free ...

func (*VRGenericTrackerState) IsConnected

func (pointer *VRGenericTrackerState) IsConnected() bool

IsConnected ...

func (*VRGenericTrackerState) IsNil

func (pointer *VRGenericTrackerState) IsNil() bool

IsNil ...

func (*VRGenericTrackerState) World

func (pointer *VRGenericTrackerState) World() *Mat4

World ...

type Vec2

type Vec2 struct {
	// contains filtered or unexported fields
}

Vec2 2-dimensional floating point vector.

func ComputeAspectRatioX

func ComputeAspectRatioX(width float32, height float32) *Vec2

ComputeAspectRatioX Compute the aspect ratio factor for the provided viewport dimensions. Use this method to compute aspect ratio for landscape display. See harfang.ComputeAspectRatioY.

func ComputeAspectRatioY

func ComputeAspectRatioY(width float32, height float32) *Vec2

ComputeAspectRatioY Compute the aspect ratio factor for the provided viewport dimensions. Use this method to compute aspect ratio for portrait display. See harfang.ComputeAspectRatioX.

func GetSizeWithRect

func GetSizeWithRect(rect *Rect) *Vec2

GetSizeWithRect Return the size in bytes of a local file.

func GetWindowContentScale

func GetWindowContentScale(window *Window) *Vec2

GetWindowContentScale ...

func ImGuiCalcTextSize

func ImGuiCalcTextSize(text string) *Vec2

ImGuiCalcTextSize Compute the bounding rectangle for the provided text.

func ImGuiCalcTextSizeWithHideTextAfterDoubleDash

func ImGuiCalcTextSizeWithHideTextAfterDoubleDash(text string, hidetextafterdoubledash bool) *Vec2

ImGuiCalcTextSizeWithHideTextAfterDoubleDash Compute the bounding rectangle for the provided text.

func ImGuiCalcTextSizeWithHideTextAfterDoubleDashWrapWidth

func ImGuiCalcTextSizeWithHideTextAfterDoubleDashWrapWidth(text string, hidetextafterdoubledash bool, wrapwidth float32) *Vec2

ImGuiCalcTextSizeWithHideTextAfterDoubleDashWrapWidth Compute the bounding rectangle for the provided text.

func ImGuiGetContentRegionAvail

func ImGuiGetContentRegionAvail() *Vec2

ImGuiGetContentRegionAvail Get available space for content in the current layout.

func ImGuiGetContentRegionMax

func ImGuiGetContentRegionMax() *Vec2

ImGuiGetContentRegionMax Return the available content space including window decorations and scrollbar.

func ImGuiGetCursorPos

func ImGuiGetCursorPos() *Vec2

ImGuiGetCursorPos Return the layout cursor position in window space. Next widget declaration will take place at the cursor position. See harfang.ImGuiSetCursorPos and harfang.ImGuiSameLine.

func ImGuiGetCursorScreenPos

func ImGuiGetCursorScreenPos() *Vec2

ImGuiGetCursorScreenPos Return the current layout cursor position in screen space.

func ImGuiGetCursorStartPos

func ImGuiGetCursorStartPos() *Vec2

ImGuiGetCursorStartPos Return the current layout \"line\" starting position. See harfang.ImGuiSameLine.

func ImGuiGetFontTexUvWhitePixel

func ImGuiGetFontTexUvWhitePixel() *Vec2

ImGuiGetFontTexUvWhitePixel Get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API.

func ImGuiGetItemRectMax

func ImGuiGetItemRectMax() *Vec2

ImGuiGetItemRectMax Get bounding rect maximum of last item in screen space.

func ImGuiGetItemRectMin

func ImGuiGetItemRectMin() *Vec2

ImGuiGetItemRectMin Get bounding rect minimum of last item in screen space.

func ImGuiGetItemRectSize

func ImGuiGetItemRectSize() *Vec2

ImGuiGetItemRectSize Get bounding rect size of last item in screen space.

func ImGuiGetMouseDragDelta

func ImGuiGetMouseDragDelta() *Vec2

ImGuiGetMouseDragDelta Return the distance covered by the mouse cursor since the last button press.

func ImGuiGetMouseDragDeltaWithButton

func ImGuiGetMouseDragDeltaWithButton(button ImGuiMouseButton) *Vec2

ImGuiGetMouseDragDeltaWithButton Return the distance covered by the mouse cursor since the last button press.

func ImGuiGetMouseDragDeltaWithButtonLockThreshold

func ImGuiGetMouseDragDeltaWithButtonLockThreshold(button ImGuiMouseButton, lockthreshold float32) *Vec2

ImGuiGetMouseDragDeltaWithButtonLockThreshold Return the distance covered by the mouse cursor since the last button press.

func ImGuiGetMousePos

func ImGuiGetMousePos() *Vec2

ImGuiGetMousePos Return the mouse cursor coordinates in screen space.

func ImGuiGetMousePosOnOpeningCurrentPopup

func ImGuiGetMousePosOnOpeningCurrentPopup() *Vec2

ImGuiGetMousePosOnOpeningCurrentPopup Retrieve a backup of the mouse position at the time of opening the current popup. See harfang.ImGuiBeginPopup.

func ImGuiGetWindowContentRegionMax

func ImGuiGetWindowContentRegionMax() *Vec2

ImGuiGetWindowContentRegionMax Return the content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with harfang.ImGuiSetNextWindowContentSize, in window space.

func ImGuiGetWindowContentRegionMin

func ImGuiGetWindowContentRegionMin() *Vec2

ImGuiGetWindowContentRegionMin Content boundaries min (roughly (0,0)-Scroll), in window space.

func ImGuiGetWindowPos

func ImGuiGetWindowPos() *Vec2

ImGuiGetWindowPos Return the current window position in screen space. See harfang.ImGuiSetWindowPos.

func ImGuiGetWindowSize

func ImGuiGetWindowSize() *Vec2

ImGuiGetWindowSize Return the current window size. See harfang.ImGuiSetWindowSize.

func Max

func Max(a *Vec2, b *Vec2) *Vec2

Max Return a vector whose elements are the maximum of each of the two specified vectors.

func Min

func Min(a *Vec2, b *Vec2) *Vec2

Min Return a vector whose elements are the minimum of each of the two specified vectors.

func NewVec2

func NewVec2() *Vec2

NewVec2 2-dimensional floating point vector.

func NewVec2WithV

func NewVec2WithV(v *Vec2) *Vec2

NewVec2WithV 2-dimensional floating point vector.

func NewVec2WithVec3V

func NewVec2WithVec3V(v *Vec3) *Vec2

NewVec2WithVec3V 2-dimensional floating point vector.

func NewVec2WithVec4V

func NewVec2WithVec4V(v *Vec4) *Vec2

NewVec2WithVec4V 2-dimensional floating point vector.

func NewVec2WithXY

func NewVec2WithXY(x float32, y float32) *Vec2

NewVec2WithXY 2-dimensional floating point vector.

func Normalize

func Normalize(v *Vec2) *Vec2

Normalize Return the input vector scaled so that its length is one.

func Reverse

func Reverse(a *Vec2) *Vec2

Reverse Return the provided vector pointing in the opposite direction.

func Vec2GetOne

func Vec2GetOne() *Vec2

Vec2GetOne ...

func Vec2GetZero

func Vec2GetZero() *Vec2

Vec2GetZero ...

func (*Vec2) Add

func (pointer *Vec2) Add(v *Vec2) *Vec2

Add ...

func (*Vec2) AddWithK

func (pointer *Vec2) AddWithK(k float32) *Vec2

AddWithK ...

func (*Vec2) Div

func (pointer *Vec2) Div(v *Vec2) *Vec2

Div ...

func (*Vec2) DivWithK

func (pointer *Vec2) DivWithK(k float32) *Vec2

DivWithK ...

func (*Vec2) Free

func (pointer *Vec2) Free()

Free ...

func (*Vec2) GetOne

func (pointer *Vec2) GetOne() *Vec2

GetOne ...

func (*Vec2) GetX

func (pointer *Vec2) GetX() float32

GetX ...

func (*Vec2) GetY

func (pointer *Vec2) GetY() float32

GetY ...

func (*Vec2) GetZero

func (pointer *Vec2) GetZero() *Vec2

GetZero ...

func (*Vec2) InplaceAdd

func (pointer *Vec2) InplaceAdd(v *Vec2)

InplaceAdd ...

func (*Vec2) InplaceAddWithK

func (pointer *Vec2) InplaceAddWithK(k float32)

InplaceAddWithK ...

func (*Vec2) InplaceDiv

func (pointer *Vec2) InplaceDiv(v *Vec2)

InplaceDiv ...

func (*Vec2) InplaceDivWithK

func (pointer *Vec2) InplaceDivWithK(k float32)

InplaceDivWithK ...

func (*Vec2) InplaceMul

func (pointer *Vec2) InplaceMul(v *Vec2)

InplaceMul ...

func (*Vec2) InplaceMulWithK

func (pointer *Vec2) InplaceMulWithK(k float32)

InplaceMulWithK ...

func (*Vec2) InplaceSub

func (pointer *Vec2) InplaceSub(v *Vec2)

InplaceSub ...

func (*Vec2) InplaceSubWithK

func (pointer *Vec2) InplaceSubWithK(k float32)

InplaceSubWithK ...

func (*Vec2) IsNil

func (pointer *Vec2) IsNil() bool

IsNil ...

func (*Vec2) Mul

func (pointer *Vec2) Mul(v *Vec2) *Vec2

Mul ...

func (*Vec2) MulWithK

func (pointer *Vec2) MulWithK(k float32) *Vec2

MulWithK ...

func (*Vec2) MulWithM

func (pointer *Vec2) MulWithM(m *Mat3) *Vec2

MulWithM ...

func (*Vec2) Set

func (pointer *Vec2) Set(x float32, y float32)

Set ...

func (*Vec2) SetX

func (pointer *Vec2) SetX(v float32)

SetX ...

func (*Vec2) SetY

func (pointer *Vec2) SetY(v float32)

SetY ...

func (*Vec2) Sub

func (pointer *Vec2) Sub(v *Vec2) *Vec2

Sub ...

func (*Vec2) SubWithK

func (pointer *Vec2) SubWithK(k float32) *Vec2

SubWithK ...

type Vec2List

type Vec2List struct {
	// contains filtered or unexported fields
}

Vec2List ...

func NewVec2List

func NewVec2List() *Vec2List

NewVec2List ...

func NewVec2ListWithSequence

func NewVec2ListWithSequence(sequence GoSliceOfVec2) *Vec2List

NewVec2ListWithSequence ...

func (*Vec2List) At

func (pointer *Vec2List) At(idx int32) *Vec2

At Gets the element at the specified index.

func (*Vec2List) Clear

func (pointer *Vec2List) Clear()

Clear ...

func (*Vec2List) Free

func (pointer *Vec2List) Free()

Free ...

func (*Vec2List) Get

func (pointer *Vec2List) Get(id int) *Vec2

Get ...

func (*Vec2List) IsNil

func (pointer *Vec2List) IsNil() bool

IsNil ...

func (*Vec2List) Len

func (pointer *Vec2List) Len() int32

Len ...

func (*Vec2List) PushBack

func (pointer *Vec2List) PushBack(v *Vec2)

PushBack Adds an element to the end.

func (*Vec2List) Reserve

func (pointer *Vec2List) Reserve(size int32)

Reserve ...

func (*Vec2List) Set

func (pointer *Vec2List) Set(id int, v *Vec2)

Set ...

func (*Vec2List) Size

func (pointer *Vec2List) Size() int32

Size Returns the number of stored elements.

type Vec3

type Vec3 struct {
	// contains filtered or unexported fields
}

Vec3 3-dimensional vector.

func AbsWithV

func AbsWithV(v *Vec3) *Vec3

AbsWithV Return the absolute value of the function input. For vectors, the absolute value is applied to each component individually and the resulting vector is returned.

func BaseToEuler

func BaseToEuler(z *Vec3) *Vec3

BaseToEuler Compute the Euler angles triplet for the provided `z` direction. The up-vector `y` can be provided to improve coherency of the returned values over time.

func BaseToEulerWithY

func BaseToEulerWithY(z *Vec3, y *Vec3) *Vec3

BaseToEulerWithY Compute the Euler angles triplet for the provided `z` direction. The up-vector `y` can be provided to improve coherency of the returned values over time.

func Ceil

func Ceil(v *Vec3) *Vec3

Ceil Returns a vector whose elements are equal to the nearest integer greater than or equal to the vector elements.

func Clamp

func Clamp(v *Vec3, min float32, max float32) *Vec3

Clamp Return a vector whose elements are equal to the vector elements clipped to the specified interval.

func ClampLen

func ClampLen(v *Vec3, min float32, max float32) *Vec3

ClampLen Returns a vector in the same direction as the specified vector, but with its length clipped by the specified interval.

func ClampWithMinMax

func ClampWithMinMax(v *Vec3, min *Vec3, max *Vec3) *Vec3

ClampWithMinMax Return a vector whose elements are equal to the vector elements clipped to the specified interval.

func ClipSpaceToScreenSpace

func ClipSpaceToScreenSpace(clip *Vec3, resolution *Vec2) *Vec3

ClipSpaceToScreenSpace Convert a 3d position in clip space (homogeneous space) to a 2d position on screen.

func ComputeMinMaxBoundingSphere

func ComputeMinMaxBoundingSphere(minmax *MinMax) (*Vec3, *float32)

ComputeMinMaxBoundingSphere Compute the bounding sphere for the provided axis-aligned bounding box.

func Cross

func Cross(a *Vec3, b *Vec3) *Vec3

Cross Return the cross product of two vectors.

func CubicInterpolateWithV0V1V2V3

func CubicInterpolateWithV0V1V2V3(v0 *Vec3, v1 *Vec3, v2 *Vec3, v3 *Vec3, t float32) *Vec3

CubicInterpolateWithV0V1V2V3 Perform a cubic interpolation across four values with `t` in the [harfang.0;1] range between `y1` and `y2`. See harfang.LinearInterpolate, harfang.CosineInterpolate and harfang.HermiteInterpolate.

func Deg3

func Deg3(x float32, y float32, z float32) *Vec3

Deg3 Convert a triplet of angles in degrees to the engine unit system. See [harfang.man.CoordinateAndUnitSystem].

func FaceForward

func FaceForward(v *Vec3, d *Vec3) *Vec3

FaceForward Return the provided vector facing toward the provided direction. If the angle between `v` and `d` is less than 90° then `v` is returned unchanged, `v` will be returned reversed otherwise.

func Floor

func Floor(v *Vec3) *Vec3

Floor Returns a vector whose elements are equal to the nearest integer less than or equal to the vector elements.

func GetCenter

func GetCenter(minmax *MinMax) *Vec3

GetCenter Return the center position of the volume.

func GetColumn

func GetColumn(m *Mat3, n uint32) *Vec3

GetColumn Returns the nth column.

func GetColumnWithMN

func GetColumnWithMN(m *Mat4, n uint32) *Vec3

GetColumnWithMN Returns the nth column.

func GetR

func GetR(m *Mat4) *Vec3

GetR See harfang.GetRotation.

func GetRWithRotationOrder

func GetRWithRotationOrder(m *Mat4, rotationorder RotationOrder) *Vec3

GetRWithRotationOrder See harfang.GetRotation.

func GetRotation

func GetRotation(m *Mat4) *Vec3

GetRotation Return the rotation component of a transformation matrix as a Euler triplet.

func GetRotationWithRotationOrder

func GetRotationWithRotationOrder(m *Mat4, rotationorder RotationOrder) *Vec3

GetRotationWithRotationOrder Return the rotation component of a transformation matrix as a Euler triplet.

func GetRow

func GetRow(m *Mat3, n uint32) *Vec3

GetRow Returns the nth row of a matrix.

func GetS

func GetS(m *Mat4) *Vec3

GetS See harfang.GetScale.

func GetScale

func GetScale(m *Mat3) *Vec3

GetScale Return the scale component of a matrix a scale vector.

func GetScaleWithM

func GetScaleWithM(m *Mat4) *Vec3

GetScaleWithM Return the scale component of a matrix a scale vector.

func GetT

func GetT(m *Mat4) *Vec3

GetT See harfang.GetTranslation.

func GetTranslation

func GetTranslation(m *Mat3) *Vec3

GetTranslation Return the translation part of a tranformation matrix as a translation vector.

func GetTranslationWithM

func GetTranslationWithM(m *Mat4) *Vec3

GetTranslationWithM Return the translation part of a tranformation matrix as a translation vector.

func GetX

func GetX(m *Mat3) *Vec3

GetX Return the scaled X axis of a transformation matrix.

func GetXWithM

func GetXWithM(m *Mat4) *Vec3

GetXWithM Return the scaled X axis of a transformation matrix.

func GetY

func GetY(m *Mat3) *Vec3

GetY Return the scaled Y axis of a transformation matrix.

func GetYWithM

func GetYWithM(m *Mat4) *Vec3

GetYWithM Return the scaled Y axis of a transformation matrix.

func GetZ

func GetZ(m *Mat3) *Vec3

GetZ Return the scaled Z axis of a transformation matrix.

func GetZWithM

func GetZWithM(m *Mat4) *Vec3

GetZWithM Return the scaled Z axis of a transformation matrix.

func InverseWithV

func InverseWithV(v *Vec3) *Vec3

InverseWithV Return the inverse of a matrix, vector or quaternion.

func LerpWithVec3AVec3B

func LerpWithVec3AVec3B(a *Vec3, b *Vec3, t float32) *Vec3

LerpWithVec3AVec3B See harfang.LinearInterpolate.

func MakeVec3

func MakeVec3(v *Vec4) *Vec3

MakeVec3 Make a harfang.Vec3 from a harfang.Vec4. The input vector `w` component is discarded.

func MaxWithVec3AVec3B

func MaxWithVec3AVec3B(a *Vec3, b *Vec3) *Vec3

MaxWithVec3AVec3B Return a vector whose elements are the maximum of each of the two specified vectors.

func MinWithVec3AVec3B

func MinWithVec3AVec3B(a *Vec3, b *Vec3) *Vec3

MinWithVec3AVec3B Return a vector whose elements are the minimum of each of the two specified vectors.

func NewVec3

func NewVec3() *Vec3

NewVec3 3-dimensional vector.

func NewVec3WithIVec2V

func NewVec3WithIVec2V(v *IVec2) *Vec3

NewVec3WithIVec2V 3-dimensional vector.

func NewVec3WithV

func NewVec3WithV(v *Vec2) *Vec3

NewVec3WithV 3-dimensional vector.

func NewVec3WithVec3V

func NewVec3WithVec3V(v *Vec3) *Vec3

NewVec3WithVec3V 3-dimensional vector.

func NewVec3WithVec4V

func NewVec3WithVec4V(v *Vec4) *Vec3

NewVec3WithVec4V 3-dimensional vector.

func NewVec3WithXYZ

func NewVec3WithXYZ(x float32, y float32, z float32) *Vec3

NewVec3WithXYZ 3-dimensional vector.

func NormalizeWithVec3V

func NormalizeWithVec3V(v *Vec3) *Vec3

NormalizeWithVec3V Return the input vector scaled so that its length is one.

func ProjectOrthoToClipSpace

func ProjectOrthoToClipSpace(proj *Mat44, view *Vec3) (bool, *Vec3)

ProjectOrthoToClipSpace ...

func ProjectOrthoToScreenSpace

func ProjectOrthoToScreenSpace(proj *Mat44, view *Vec3, resolution *Vec2) (bool, *Vec3)

ProjectOrthoToScreenSpace ...

func ProjectToClipSpace

func ProjectToClipSpace(proj *Mat44, view *Vec3) (bool, *Vec3)

ProjectToClipSpace Project a world position to the clipping space.

func ProjectToScreenSpace

func ProjectToScreenSpace(proj *Mat44, view *Vec3, resolution *Vec2) (bool, *Vec3)

ProjectToScreenSpace Project a world position to screen coordinates.

func Rad3

func Rad3(x float32, y float32, z float32) *Vec3

Rad3 Convert a triplet of angles in radians to the engine unit system. See [harfang.man.CoordinateAndUnitSystem].

func RandomVec3

func RandomVec3(min float32, max float32) *Vec3

RandomVec3 Return a vector with each component randomized in the inclusive provided range.

func RandomVec3WithMinMax

func RandomVec3WithMinMax(min *Vec3, max *Vec3) *Vec3

RandomVec3WithMinMax Return a vector with each component randomized in the inclusive provided range.

func Reflect

func Reflect(v *Vec3, n *Vec3) *Vec3

Reflect Return the input vector reflected around the specified normal.

func Refract

func Refract(v *Vec3, n *Vec3) *Vec3

Refract Return the input vector refracted around the provided surface normal. - `k_in`: IOR of the medium the vector is exiting. - `k_out`: IOR of the medium the vector is entering.

func RefractWithKIn

func RefractWithKIn(v *Vec3, n *Vec3, kin float32) *Vec3

RefractWithKIn Return the input vector refracted around the provided surface normal. - `k_in`: IOR of the medium the vector is exiting. - `k_out`: IOR of the medium the vector is entering.

func RefractWithKInKOut

func RefractWithKInKOut(v *Vec3, n *Vec3, kin float32, kout float32) *Vec3

RefractWithKInKOut Return the input vector refracted around the provided surface normal. - `k_in`: IOR of the medium the vector is exiting. - `k_out`: IOR of the medium the vector is entering.

func ReverseWithV

func ReverseWithV(v *Vec3) *Vec3

ReverseWithV Return the provided vector pointing in the opposite direction.

func ScreenSpaceToClipSpace

func ScreenSpaceToClipSpace(screen *Vec3, resolution *Vec2) *Vec3

ScreenSpaceToClipSpace Transform a screen position to clip space.

func Sign

func Sign(v *Vec3) *Vec3

Sign Returns a vector whose elements are -1 if the corresponding vector element is < 0 and 1 if it's >= 0.

func ToEuler

func ToEuler(q *Quaternion) *Vec3

ToEuler Convert a quaternion rotation to its _Euler_ vector representation.

func ToEulerWithM

func ToEulerWithM(m *Mat3) *Vec3

ToEulerWithM Convert a quaternion rotation to its _Euler_ vector representation.

func ToEulerWithMRotationOrder

func ToEulerWithMRotationOrder(m *Mat3, rotationorder RotationOrder) *Vec3

ToEulerWithMRotationOrder Convert a quaternion rotation to its _Euler_ vector representation.

func ToEulerWithRotationOrder

func ToEulerWithRotationOrder(q *Quaternion, rotationorder RotationOrder) *Vec3

ToEulerWithRotationOrder Convert a quaternion rotation to its _Euler_ vector representation.

func UnprojectFromClipSpace

func UnprojectFromClipSpace(invproj *Mat44, clip *Vec3) (bool, *Vec3)

UnprojectFromClipSpace Unproject a clip space position to view space.

func UnprojectFromScreenSpace

func UnprojectFromScreenSpace(invproj *Mat44, screen *Vec3, resolution *Vec2) (bool, *Vec3)

UnprojectFromScreenSpace Unproject a screen space position to view space.

func UnprojectOrthoFromClipSpace

func UnprojectOrthoFromClipSpace(invproj *Mat44, clip *Vec3) (bool, *Vec3)

UnprojectOrthoFromClipSpace ...

func UnprojectOrthoFromScreenSpace

func UnprojectOrthoFromScreenSpace(invproj *Mat44, screen *Vec3, resolution *Vec2) (bool, *Vec3)

UnprojectOrthoFromScreenSpace ...

func Vec3GetBack

func Vec3GetBack() *Vec3

Vec3GetBack ...

func Vec3GetDown

func Vec3GetDown() *Vec3

Vec3GetDown ...

func Vec3GetFront

func Vec3GetFront() *Vec3

Vec3GetFront ...

func Vec3GetLeft

func Vec3GetLeft() *Vec3

Vec3GetLeft ...

func Vec3GetOne

func Vec3GetOne() *Vec3

Vec3GetOne ...

func Vec3GetRight

func Vec3GetRight() *Vec3

Vec3GetRight ...

func Vec3GetUp

func Vec3GetUp() *Vec3

Vec3GetUp ...

func Vec3GetZero

func Vec3GetZero() *Vec3

Vec3GetZero ...

func Vec3I

func Vec3I(x int32, y int32, z int32) *Vec3

Vec3I Create a vector from integer values in the [harfang.0;255] range.

func (*Vec3) Add

func (pointer *Vec3) Add(v *Vec3) *Vec3

Add ...

func (*Vec3) AddWithK

func (pointer *Vec3) AddWithK(k float32) *Vec3

AddWithK ...

func (*Vec3) Div

func (pointer *Vec3) Div(v *Vec3) *Vec3

Div ...

func (*Vec3) DivWithK

func (pointer *Vec3) DivWithK(k float32) *Vec3

DivWithK ...

func (*Vec3) Eq

func (pointer *Vec3) Eq(v *Vec3) bool

Eq ...

func (*Vec3) Free

func (pointer *Vec3) Free()

Free ...

func (*Vec3) GetBack

func (pointer *Vec3) GetBack() *Vec3

GetBack ...

func (*Vec3) GetDown

func (pointer *Vec3) GetDown() *Vec3

GetDown ...

func (*Vec3) GetFront

func (pointer *Vec3) GetFront() *Vec3

GetFront ...

func (*Vec3) GetLeft

func (pointer *Vec3) GetLeft() *Vec3

GetLeft ...

func (*Vec3) GetOne

func (pointer *Vec3) GetOne() *Vec3

GetOne ...

func (*Vec3) GetRight

func (pointer *Vec3) GetRight() *Vec3

GetRight ...

func (*Vec3) GetUp

func (pointer *Vec3) GetUp() *Vec3

GetUp ...

func (*Vec3) GetX

func (pointer *Vec3) GetX() float32

GetX ...

func (*Vec3) GetY

func (pointer *Vec3) GetY() float32

GetY ...

func (*Vec3) GetZ

func (pointer *Vec3) GetZ() float32

GetZ ...

func (*Vec3) GetZero

func (pointer *Vec3) GetZero() *Vec3

GetZero ...

func (*Vec3) InplaceAdd

func (pointer *Vec3) InplaceAdd(v *Vec3)

InplaceAdd ...

func (*Vec3) InplaceAddWithK

func (pointer *Vec3) InplaceAddWithK(k float32)

InplaceAddWithK ...

func (*Vec3) InplaceDiv

func (pointer *Vec3) InplaceDiv(v *Vec3)

InplaceDiv ...

func (*Vec3) InplaceDivWithK

func (pointer *Vec3) InplaceDivWithK(k float32)

InplaceDivWithK ...

func (*Vec3) InplaceMul

func (pointer *Vec3) InplaceMul(v *Vec3)

InplaceMul ...

func (*Vec3) InplaceMulWithK

func (pointer *Vec3) InplaceMulWithK(k float32)

InplaceMulWithK ...

func (*Vec3) InplaceSub

func (pointer *Vec3) InplaceSub(v *Vec3)

InplaceSub ...

func (*Vec3) InplaceSubWithK

func (pointer *Vec3) InplaceSubWithK(k float32)

InplaceSubWithK ...

func (*Vec3) IsNil

func (pointer *Vec3) IsNil() bool

IsNil ...

func (*Vec3) Mul

func (pointer *Vec3) Mul(v *Vec3) *Vec3

Mul ...

func (*Vec3) MulWithK

func (pointer *Vec3) MulWithK(k float32) *Vec3

MulWithK ...

func (*Vec3) Ne

func (pointer *Vec3) Ne(v *Vec3) bool

Ne ...

func (*Vec3) Set

func (pointer *Vec3) Set(x float32, y float32, z float32)

Set ...

func (*Vec3) SetX

func (pointer *Vec3) SetX(v float32)

SetX ...

func (*Vec3) SetY

func (pointer *Vec3) SetY(v float32)

SetY ...

func (*Vec3) SetZ

func (pointer *Vec3) SetZ(v float32)

SetZ ...

func (*Vec3) Sub

func (pointer *Vec3) Sub(v *Vec3) *Vec3

Sub ...

func (*Vec3) SubWithK

func (pointer *Vec3) SubWithK(k float32) *Vec3

SubWithK ...

type Vec3List

type Vec3List struct {
	// contains filtered or unexported fields
}

Vec3List ...

func NewVec3List

func NewVec3List() *Vec3List

NewVec3List ...

func NewVec3ListWithSequence

func NewVec3ListWithSequence(sequence GoSliceOfVec3) *Vec3List

NewVec3ListWithSequence ...

func (*Vec3List) At

func (pointer *Vec3List) At(idx int32) *Vec3

At ...

func (*Vec3List) Clear

func (pointer *Vec3List) Clear()

Clear ...

func (*Vec3List) Free

func (pointer *Vec3List) Free()

Free ...

func (*Vec3List) Get

func (pointer *Vec3List) Get(id int) *Vec3

Get ...

func (*Vec3List) IsNil

func (pointer *Vec3List) IsNil() bool

IsNil ...

func (*Vec3List) Len

func (pointer *Vec3List) Len() int32

Len ...

func (*Vec3List) PushBack

func (pointer *Vec3List) PushBack(v *Vec3)

PushBack ...

func (*Vec3List) Reserve

func (pointer *Vec3List) Reserve(size int32)

Reserve ...

func (*Vec3List) Set

func (pointer *Vec3List) Set(id int, v *Vec3)

Set ...

func (*Vec3List) Size

func (pointer *Vec3List) Size() int32

Size ...

type Vec4

type Vec4 struct {
	// contains filtered or unexported fields
}

Vec4 4-dimensional vector.

func Abs

func Abs(v *Vec4) *Vec4

Abs Return the absolute value of the function input. For vectors, the absolute value is applied to each component individually and the resulting vector is returned.

func GetColumnWithMIdx

func GetColumnWithMIdx(m *Mat44, idx uint32) *Vec4

GetColumnWithMIdx Returns the nth column.

func GetRowWithMIdx

func GetRowWithMIdx(m *Mat44, idx uint32) *Vec4

GetRowWithMIdx Returns the nth row of a matrix.

func GetRowWithMN

func GetRowWithMN(m *Mat4, n uint32) *Vec4

GetRowWithMN Returns the nth row of a matrix.

func LerpWithVec4AVec4B

func LerpWithVec4AVec4B(a *Vec4, b *Vec4, t float32) *Vec4

LerpWithVec4AVec4B See harfang.LinearInterpolate.

func MakePlane

func MakePlane(p *Vec3, n *Vec3) *Vec4

MakePlane Geometrical plane in 3D space. - `p`: a point lying on the plane. - `n`: the plane normal. - `m`: an affine transformation matrix that will be applied to `p` and `n`.

func MakePlaneWithM

func MakePlaneWithM(p *Vec3, n *Vec3, m *Mat4) *Vec4

MakePlaneWithM Geometrical plane in 3D space. - `p`: a point lying on the plane. - `n`: the plane normal. - `m`: an affine transformation matrix that will be applied to `p` and `n`.

func NewVec4

func NewVec4() *Vec4

NewVec4 4-dimensional vector.

func NewVec4WithIVec2V

func NewVec4WithIVec2V(v *IVec2) *Vec4

NewVec4WithIVec2V 4-dimensional vector.

func NewVec4WithV

func NewVec4WithV(v *Vec2) *Vec4

NewVec4WithV 4-dimensional vector.

func NewVec4WithVec3V

func NewVec4WithVec3V(v *Vec3) *Vec4

NewVec4WithVec3V 4-dimensional vector.

func NewVec4WithVec4V

func NewVec4WithVec4V(v *Vec4) *Vec4

NewVec4WithVec4V 4-dimensional vector.

func NewVec4WithXYZ

func NewVec4WithXYZ(x float32, y float32, z float32) *Vec4

NewVec4WithXYZ 4-dimensional vector.

func NewVec4WithXYZW

func NewVec4WithXYZW(x float32, y float32, z float32, w float32) *Vec4

NewVec4WithXYZW 4-dimensional vector.

func NormalizeWithVec4V

func NormalizeWithVec4V(v *Vec4) *Vec4

NormalizeWithVec4V Return the input vector scaled so that its length is one.

func RandomVec4

func RandomVec4(min float32, max float32) *Vec4

RandomVec4 Return a vector with each component randomized in the inclusive provided range.

func RandomVec4WithMinMax

func RandomVec4WithMinMax(min *Vec4, max *Vec4) *Vec4

RandomVec4WithMinMax Return a vector with each component randomized in the inclusive provided range.

func Vec4I

func Vec4I(x int32, y int32, z int32) *Vec4

Vec4I Create a vector from integer values in the [harfang.0;255] range.

func Vec4IWithW

func Vec4IWithW(x int32, y int32, z int32, w int32) *Vec4

Vec4IWithW Create a vector from integer values in the [harfang.0;255] range.

func (*Vec4) Add

func (pointer *Vec4) Add(v *Vec4) *Vec4

Add ...

func (*Vec4) AddWithK

func (pointer *Vec4) AddWithK(k float32) *Vec4

AddWithK ...

func (*Vec4) Div

func (pointer *Vec4) Div(v *Vec4) *Vec4

Div ...

func (*Vec4) DivWithK

func (pointer *Vec4) DivWithK(k float32) *Vec4

DivWithK ...

func (*Vec4) Free

func (pointer *Vec4) Free()

Free ...

func (*Vec4) GetW

func (pointer *Vec4) GetW() float32

GetW ...

func (*Vec4) GetX

func (pointer *Vec4) GetX() float32

GetX ...

func (*Vec4) GetY

func (pointer *Vec4) GetY() float32

GetY ...

func (*Vec4) GetZ

func (pointer *Vec4) GetZ() float32

GetZ ...

func (*Vec4) InplaceAdd

func (pointer *Vec4) InplaceAdd(v *Vec4)

InplaceAdd ...

func (*Vec4) InplaceAddWithK

func (pointer *Vec4) InplaceAddWithK(k float32)

InplaceAddWithK ...

func (*Vec4) InplaceDiv

func (pointer *Vec4) InplaceDiv(v *Vec4)

InplaceDiv ...

func (*Vec4) InplaceDivWithK

func (pointer *Vec4) InplaceDivWithK(k float32)

InplaceDivWithK ...

func (*Vec4) InplaceMul

func (pointer *Vec4) InplaceMul(v *Vec4)

InplaceMul ...

func (*Vec4) InplaceMulWithK

func (pointer *Vec4) InplaceMulWithK(k float32)

InplaceMulWithK ...

func (*Vec4) InplaceSub

func (pointer *Vec4) InplaceSub(v *Vec4)

InplaceSub ...

func (*Vec4) InplaceSubWithK

func (pointer *Vec4) InplaceSubWithK(k float32)

InplaceSubWithK ...

func (*Vec4) IsNil

func (pointer *Vec4) IsNil() bool

IsNil ...

func (*Vec4) Mul

func (pointer *Vec4) Mul(v *Vec4) *Vec4

Mul ...

func (*Vec4) MulWithK

func (pointer *Vec4) MulWithK(k float32) *Vec4

MulWithK ...

func (*Vec4) Set

func (pointer *Vec4) Set(x float32, y float32, z float32)

Set ...

func (*Vec4) SetW

func (pointer *Vec4) SetW(v float32)

SetW ...

func (*Vec4) SetWithW

func (pointer *Vec4) SetWithW(x float32, y float32, z float32, w float32)

SetWithW ...

func (*Vec4) SetX

func (pointer *Vec4) SetX(v float32)

SetX ...

func (*Vec4) SetY

func (pointer *Vec4) SetY(v float32)

SetY ...

func (*Vec4) SetZ

func (pointer *Vec4) SetZ(v float32)

SetZ ...

func (*Vec4) Sub

func (pointer *Vec4) Sub(v *Vec4) *Vec4

Sub ...

func (*Vec4) SubWithK

func (pointer *Vec4) SubWithK(k float32) *Vec4

SubWithK ...

type Vec4List

type Vec4List struct {
	// contains filtered or unexported fields
}

Vec4List ...

func NewVec4List

func NewVec4List() *Vec4List

NewVec4List ...

func NewVec4ListWithSequence

func NewVec4ListWithSequence(sequence GoSliceOfVec4) *Vec4List

NewVec4ListWithSequence ...

func (*Vec4List) At

func (pointer *Vec4List) At(idx int32) *Vec4

At ...

func (*Vec4List) Clear

func (pointer *Vec4List) Clear()

Clear ...

func (*Vec4List) Free

func (pointer *Vec4List) Free()

Free ...

func (*Vec4List) Get

func (pointer *Vec4List) Get(id int) *Vec4

Get ...

func (*Vec4List) IsNil

func (pointer *Vec4List) IsNil() bool

IsNil ...

func (*Vec4List) Len

func (pointer *Vec4List) Len() int32

Len ...

func (*Vec4List) PushBack

func (pointer *Vec4List) PushBack(v *Vec4)

PushBack ...

func (*Vec4List) Reserve

func (pointer *Vec4List) Reserve(size int32)

Reserve ...

func (*Vec4List) Set

func (pointer *Vec4List) Set(id int, v *Vec4)

Set ...

func (*Vec4List) Size

func (pointer *Vec4List) Size() int32

Size ...

type Vertex

type Vertex struct {
	// contains filtered or unexported fields
}

Vertex ...

func MakeVertex

func MakeVertex(pos *Vec3) *Vertex

MakeVertex ...

func MakeVertexWithNrm

func MakeVertexWithNrm(pos *Vec3, nrm *Vec3) *Vertex

MakeVertexWithNrm ...

func MakeVertexWithNrmUv0

func MakeVertexWithNrmUv0(pos *Vec3, nrm *Vec3, uv0 *Vec2) *Vertex

MakeVertexWithNrmUv0 ...

func MakeVertexWithNrmUv0Color0

func MakeVertexWithNrmUv0Color0(pos *Vec3, nrm *Vec3, uv0 *Vec2, color0 *Color) *Vertex

MakeVertexWithNrmUv0Color0 ...

func NewVertex

func NewVertex() *Vertex

NewVertex ...

func (*Vertex) Free

func (pointer *Vertex) Free()

Free ...

func (*Vertex) GetBinormal

func (pointer *Vertex) GetBinormal() *Vec3

GetBinormal ...

func (*Vertex) GetColor0

func (pointer *Vertex) GetColor0() *Color

GetColor0 ...

func (*Vertex) GetColor1

func (pointer *Vertex) GetColor1() *Color

GetColor1 ...

func (*Vertex) GetColor2

func (pointer *Vertex) GetColor2() *Color

GetColor2 ...

func (*Vertex) GetColor3

func (pointer *Vertex) GetColor3() *Color

GetColor3 ...

func (*Vertex) GetNormal

func (pointer *Vertex) GetNormal() *Vec3

GetNormal ...

func (*Vertex) GetPos

func (pointer *Vertex) GetPos() *Vec3

GetPos ...

func (*Vertex) GetTangent

func (pointer *Vertex) GetTangent() *Vec3

GetTangent ...

func (*Vertex) GetUv0

func (pointer *Vertex) GetUv0() *Vec2

GetUv0 ...

func (*Vertex) GetUv1

func (pointer *Vertex) GetUv1() *Vec2

GetUv1 ...

func (*Vertex) GetUv2

func (pointer *Vertex) GetUv2() *Vec2

GetUv2 ...

func (*Vertex) GetUv3

func (pointer *Vertex) GetUv3() *Vec2

GetUv3 ...

func (*Vertex) GetUv4

func (pointer *Vertex) GetUv4() *Vec2

GetUv4 ...

func (*Vertex) GetUv5

func (pointer *Vertex) GetUv5() *Vec2

GetUv5 ...

func (*Vertex) GetUv6

func (pointer *Vertex) GetUv6() *Vec2

GetUv6 ...

func (*Vertex) GetUv7

func (pointer *Vertex) GetUv7() *Vec2

GetUv7 ...

func (*Vertex) IsNil

func (pointer *Vertex) IsNil() bool

IsNil ...

func (*Vertex) SetBinormal

func (pointer *Vertex) SetBinormal(v *Vec3)

SetBinormal ...

func (*Vertex) SetColor0

func (pointer *Vertex) SetColor0(v *Color)

SetColor0 ...

func (*Vertex) SetColor1

func (pointer *Vertex) SetColor1(v *Color)

SetColor1 ...

func (*Vertex) SetColor2

func (pointer *Vertex) SetColor2(v *Color)

SetColor2 ...

func (*Vertex) SetColor3

func (pointer *Vertex) SetColor3(v *Color)

SetColor3 ...

func (*Vertex) SetNormal

func (pointer *Vertex) SetNormal(v *Vec3)

SetNormal ...

func (*Vertex) SetPos

func (pointer *Vertex) SetPos(v *Vec3)

SetPos ...

func (*Vertex) SetTangent

func (pointer *Vertex) SetTangent(v *Vec3)

SetTangent ...

func (*Vertex) SetUv0

func (pointer *Vertex) SetUv0(v *Vec2)

SetUv0 ...

func (*Vertex) SetUv1

func (pointer *Vertex) SetUv1(v *Vec2)

SetUv1 ...

func (*Vertex) SetUv2

func (pointer *Vertex) SetUv2(v *Vec2)

SetUv2 ...

func (*Vertex) SetUv3

func (pointer *Vertex) SetUv3(v *Vec2)

SetUv3 ...

func (*Vertex) SetUv4

func (pointer *Vertex) SetUv4(v *Vec2)

SetUv4 ...

func (*Vertex) SetUv5

func (pointer *Vertex) SetUv5(v *Vec2)

SetUv5 ...

func (*Vertex) SetUv6

func (pointer *Vertex) SetUv6(v *Vec2)

SetUv6 ...

func (*Vertex) SetUv7

func (pointer *Vertex) SetUv7(v *Vec2)

SetUv7 ...

type VertexLayout

type VertexLayout struct {
	// contains filtered or unexported fields
}

VertexLayout Memory layout and types of vertex attributes.

func NewVertexLayout

func NewVertexLayout() *VertexLayout

NewVertexLayout Memory layout and types of vertex attributes.

func VertexLayoutPosFloatColorFloat

func VertexLayoutPosFloatColorFloat() *VertexLayout

VertexLayoutPosFloatColorFloat ...

func VertexLayoutPosFloatColorUInt8

func VertexLayoutPosFloatColorUInt8() *VertexLayout

VertexLayoutPosFloatColorUInt8 ...

func VertexLayoutPosFloatNormFloat

func VertexLayoutPosFloatNormFloat() *VertexLayout

VertexLayoutPosFloatNormFloat Simple vertex layout with float position and normal. ```python vtx_layout = VertexLayout() vtx_layout.Begin() vtx_layout.Add(hg.A_Position, 3, hg.AT_Float) vtx_layout.Add(hg.A_Normal, 3, hg.AT_Float) vtx_layout.End() ```

func VertexLayoutPosFloatNormUInt8

func VertexLayoutPosFloatNormUInt8() *VertexLayout

VertexLayoutPosFloatNormUInt8 Simple vertex layout with float position and 8-bit unsigned integer normal. ```python vtx_layout = VertexLayout() vtx_layout.Begin() vtx_layout.Add(hg.A_Position, 3, hg.AT_Float) vtx_layout.Add(hg.A_Normal, 3, hg.AT_Uint8, True, True) vtx_layout.End() ```

func VertexLayoutPosFloatNormUInt8TexCoord0UInt8

func VertexLayoutPosFloatNormUInt8TexCoord0UInt8() *VertexLayout

VertexLayoutPosFloatNormUInt8TexCoord0UInt8 ...

func VertexLayoutPosFloatTexCoord0UInt8

func VertexLayoutPosFloatTexCoord0UInt8() *VertexLayout

VertexLayoutPosFloatTexCoord0UInt8 ...

func (*VertexLayout) Add

func (pointer *VertexLayout) Add(attrib Attrib, count uint8, typeGo AttribType) *VertexLayout

Add ...

func (*VertexLayout) AddWithNormalized

func (pointer *VertexLayout) AddWithNormalized(attrib Attrib, count uint8, typeGo AttribType, normalized bool) *VertexLayout

AddWithNormalized ...

func (*VertexLayout) AddWithNormalizedAsInt

func (pointer *VertexLayout) AddWithNormalizedAsInt(attrib Attrib, count uint8, typeGo AttribType, normalized bool, asint bool) *VertexLayout

AddWithNormalizedAsInt ...

func (*VertexLayout) Begin

func (pointer *VertexLayout) Begin() *VertexLayout

Begin ...

func (*VertexLayout) End

func (pointer *VertexLayout) End()

End ...

func (*VertexLayout) Free

func (pointer *VertexLayout) Free()

Free ...

func (*VertexLayout) GetOffset

func (pointer *VertexLayout) GetOffset(attrib Attrib) uint16

GetOffset ...

func (*VertexLayout) GetSize

func (pointer *VertexLayout) GetSize(count uint32) uint32

GetSize ...

func (*VertexLayout) GetStride

func (pointer *VertexLayout) GetStride() uint16

GetStride ...

func (*VertexLayout) Has

func (pointer *VertexLayout) Has(attrib Attrib) bool

Has ...

func (*VertexLayout) IsNil

func (pointer *VertexLayout) IsNil() bool

IsNil ...

func (*VertexLayout) Skip

func (pointer *VertexLayout) Skip(size uint8) *VertexLayout

Skip ...

type Vertices

type Vertices struct {
	// contains filtered or unexported fields
}

Vertices Helper class to generate vertex buffers for drawing primitives.

func NewVertices

func NewVertices(decl *VertexLayout, count int32) *Vertices

NewVertices Helper class to generate vertex buffers for drawing primitives.

func (*Vertices) Begin

func (pointer *Vertices) Begin(vertexindex int32) *Vertices

Begin ...

func (*Vertices) Clear

func (pointer *Vertices) Clear()

Clear ...

func (*Vertices) End

func (pointer *Vertices) End()

End ...

func (*Vertices) EndWithValidate

func (pointer *Vertices) EndWithValidate(validate bool)

EndWithValidate ...

func (*Vertices) Free

func (pointer *Vertices) Free()

Free ...

func (*Vertices) GetCapacity

func (pointer *Vertices) GetCapacity() int32

GetCapacity ...

func (*Vertices) GetCount

func (pointer *Vertices) GetCount() int32

GetCount ...

func (*Vertices) GetData

func (pointer *Vertices) GetData() *VoidPointer

GetData ...

func (*Vertices) GetDecl

func (pointer *Vertices) GetDecl() *VertexLayout

GetDecl ...

func (*Vertices) GetSize

func (pointer *Vertices) GetSize() int32

GetSize ...

func (*Vertices) IsNil

func (pointer *Vertices) IsNil() bool

IsNil ...

func (*Vertices) Reserve

func (pointer *Vertices) Reserve(count int32)

Reserve ...

func (*Vertices) Resize

func (pointer *Vertices) Resize(count int32)

Resize ...

func (*Vertices) SetBinormal

func (pointer *Vertices) SetBinormal(binormal *Vec3) *Vertices

SetBinormal ...

func (*Vertices) SetColor0

func (pointer *Vertices) SetColor0(color *Color) *Vertices

SetColor0 ...

func (*Vertices) SetColor1

func (pointer *Vertices) SetColor1(color *Color) *Vertices

SetColor1 ...

func (*Vertices) SetColor2

func (pointer *Vertices) SetColor2(color *Color) *Vertices

SetColor2 ...

func (*Vertices) SetColor3

func (pointer *Vertices) SetColor3(color *Color) *Vertices

SetColor3 ...

func (*Vertices) SetNormal

func (pointer *Vertices) SetNormal(normal *Vec3) *Vertices

SetNormal ...

func (*Vertices) SetPos

func (pointer *Vertices) SetPos(pos *Vec3) *Vertices

SetPos ...

func (*Vertices) SetTangent

func (pointer *Vertices) SetTangent(tangent *Vec3) *Vertices

SetTangent ...

func (*Vertices) SetTexCoord0

func (pointer *Vertices) SetTexCoord0(uv *Vec2) *Vertices

SetTexCoord0 ...

func (*Vertices) SetTexCoord1

func (pointer *Vertices) SetTexCoord1(uv *Vec2) *Vertices

SetTexCoord1 ...

func (*Vertices) SetTexCoord2

func (pointer *Vertices) SetTexCoord2(uv *Vec2) *Vertices

SetTexCoord2 ...

func (*Vertices) SetTexCoord3

func (pointer *Vertices) SetTexCoord3(uv *Vec2) *Vertices

SetTexCoord3 ...

func (*Vertices) SetTexCoord4

func (pointer *Vertices) SetTexCoord4(uv *Vec2) *Vertices

SetTexCoord4 ...

func (*Vertices) SetTexCoord5

func (pointer *Vertices) SetTexCoord5(uv *Vec2) *Vertices

SetTexCoord5 ...

func (*Vertices) SetTexCoord6

func (pointer *Vertices) SetTexCoord6(uv *Vec2) *Vertices

SetTexCoord6 ...

func (*Vertices) SetTexCoord7

func (pointer *Vertices) SetTexCoord7(uv *Vec2) *Vertices

SetTexCoord7 ...

type VideoFrameFormat

type VideoFrameFormat int32

VideoFrameFormat ...

type ViewMode

type ViewMode int32

ViewMode ...

type ViewState

type ViewState struct {
	// contains filtered or unexported fields
}

ViewState Everything required to define an observer inside a 3d world. This object holds the projection matrix and its associated frustum as well as the transformation of the observer. The world content is transformed by the observer view matrix before being projected to screen using its projection matrix.

func ComputeOrthographicViewState

func ComputeOrthographicViewState(world *Mat4, size float32, znear float32, zfar float32, aspectratio *Vec2) *ViewState

ComputeOrthographicViewState Compute an orthographic view state. The `size` parameter controls the extends of the projected view. When projecting a 3d world this parameter is expressed in meters. Use the `aspect_ratio` parameter to prevent distortion from induced by non-square viewport. See harfang.ComputeOrthographicProjectionMatrix, harfang.ComputeAspectRatioX and harfang.ComputeAspectRatioY.

func ComputePerspectiveViewState

func ComputePerspectiveViewState(world *Mat4, fov float32, znear float32, zfar float32, aspectratio *Vec2) *ViewState

ComputePerspectiveViewState Compute a perspective view state. See harfang.ComputePerspectiveProjectionMatrix, harfang.ZoomFactorToFov, harfang.FovToZoomFactor, harfang.ComputeAspectRatioX and harfang.ComputeAspectRatioY.

func NewViewState

func NewViewState() *ViewState

NewViewState Everything required to define an observer inside a 3d world. This object holds the projection matrix and its associated frustum as well as the transformation of the observer. The world content is transformed by the observer view matrix before being projected to screen using its projection matrix.

func (*ViewState) Free

func (pointer *ViewState) Free()

Free ...

func (*ViewState) GetFrustum

func (pointer *ViewState) GetFrustum() *Frustum

GetFrustum ...

func (*ViewState) GetProj

func (pointer *ViewState) GetProj() *Mat44

GetProj ...

func (*ViewState) GetView

func (pointer *ViewState) GetView() *Mat4

GetView ...

func (*ViewState) IsNil

func (pointer *ViewState) IsNil() bool

IsNil ...

func (*ViewState) SetFrustum

func (pointer *ViewState) SetFrustum(v *Frustum)

SetFrustum ...

func (*ViewState) SetProj

func (pointer *ViewState) SetProj(v *Mat44)

SetProj ...

func (*ViewState) SetView

func (pointer *ViewState) SetView(v *Mat4)

SetView ...

type Visibility

type Visibility uint8

Visibility ...

func TestVisibility

func TestVisibility(frustum *Frustum, minmax *MinMax) Visibility

TestVisibility Test if a list of 3d points are inside or outside a harfang.Frustum.

func TestVisibilityWithCountPoints

func TestVisibilityWithCountPoints(frustum *Frustum, count uint32, points *Vec3) Visibility

TestVisibilityWithCountPoints Test if a list of 3d points are inside or outside a harfang.Frustum.

func TestVisibilityWithCountPointsDistance

func TestVisibilityWithCountPointsDistance(frustum *Frustum, count uint32, points *Vec3, distance float32) Visibility

TestVisibilityWithCountPointsDistance Test if a list of 3d points are inside or outside a harfang.Frustum.

func TestVisibilityWithOriginRadius

func TestVisibilityWithOriginRadius(frustum *Frustum, origin *Vec3, radius float32) Visibility

TestVisibilityWithOriginRadius Test if a list of 3d points are inside or outside a harfang.Frustum.

type VoidPointer

type VoidPointer struct {
	// contains filtered or unexported fields
}

VoidPointer ...

func GetWindowHandle

func GetWindowHandle(window *Window) *VoidPointer

GetWindowHandle Return the system native window handle.

func IntToVoidPointer

func IntToVoidPointer(ptr uintptr) *VoidPointer

IntToVoidPointer Cast an integer to a void pointer. This function is only used to provide access to low-level structures and should not be needed most of the time.

func (*VoidPointer) Free

func (pointer *VoidPointer) Free()

Free ...

func (*VoidPointer) IsNil

func (pointer *VoidPointer) IsNil() bool

IsNil ...

type Window

type Window struct {
	// contains filtered or unexported fields
}

Window Window object.

func GetWindowInFocus

func GetWindowInFocus() *Window

GetWindowInFocus Return the system window with input focus.

func NewFullscreenWindow

func NewFullscreenWindow(monitor *Monitor, modeindex int32) *Window

NewFullscreenWindow Create a new fullscreen window.

func NewFullscreenWindowWithRotation

func NewFullscreenWindowWithRotation(monitor *Monitor, modeindex int32, rotation MonitorRotation) *Window

NewFullscreenWindowWithRotation Create a new fullscreen window.

func NewFullscreenWindowWithTitleMonitorModeIndex

func NewFullscreenWindowWithTitleMonitorModeIndex(title string, monitor *Monitor, modeindex int32) *Window

NewFullscreenWindowWithTitleMonitorModeIndex Create a new fullscreen window.

func NewFullscreenWindowWithTitleMonitorModeIndexRotation

func NewFullscreenWindowWithTitleMonitorModeIndexRotation(title string, monitor *Monitor, modeindex int32, rotation MonitorRotation) *Window

NewFullscreenWindowWithTitleMonitorModeIndexRotation Create a new fullscreen window.

func NewWindow

func NewWindow(width int32, height int32) *Window

NewWindow Create a new window.

func NewWindowFrom

func NewWindowFrom(handle *VoidPointer) *Window

NewWindowFrom Wrap a native window handle in a harfang.Window object.

func NewWindowWithBpp

func NewWindowWithBpp(width int32, height int32, bpp int32) *Window

NewWindowWithBpp Create a new window.

func NewWindowWithBppVisibility

func NewWindowWithBppVisibility(width int32, height int32, bpp int32, visibility WindowVisibility) *Window

NewWindowWithBppVisibility Create a new window.

func NewWindowWithTitleWidthHeight

func NewWindowWithTitleWidthHeight(title string, width int32, height int32) *Window

NewWindowWithTitleWidthHeight Create a new window.

func NewWindowWithTitleWidthHeightBpp

func NewWindowWithTitleWidthHeightBpp(title string, width int32, height int32, bpp int32) *Window

NewWindowWithTitleWidthHeightBpp Create a new window.

func NewWindowWithTitleWidthHeightBppVisibility

func NewWindowWithTitleWidthHeightBppVisibility(title string, width int32, height int32, bpp int32, visibility WindowVisibility) *Window

NewWindowWithTitleWidthHeightBppVisibility Create a new window.

func RenderInitWithWidthHeightResetFlags

func RenderInitWithWidthHeightResetFlags(width int32, height int32, resetflags ResetFlags) *Window

RenderInitWithWidthHeightResetFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWidthHeightResetFlagsFormat

func RenderInitWithWidthHeightResetFlagsFormat(width int32, height int32, resetflags ResetFlags, format TextureFormat) *Window

RenderInitWithWidthHeightResetFlagsFormat Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWidthHeightResetFlagsFormatDebugFlags

func RenderInitWithWidthHeightResetFlagsFormatDebugFlags(width int32, height int32, resetflags ResetFlags, format TextureFormat, debugflags DebugFlags) *Window

RenderInitWithWidthHeightResetFlagsFormatDebugFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWidthHeightType

func RenderInitWithWidthHeightType(width int32, height int32, typeGo RendererType) *Window

RenderInitWithWidthHeightType Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWidthHeightTypeResetFlags

func RenderInitWithWidthHeightTypeResetFlags(width int32, height int32, typeGo RendererType, resetflags ResetFlags) *Window

RenderInitWithWidthHeightTypeResetFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWidthHeightTypeResetFlagsFormat

func RenderInitWithWidthHeightTypeResetFlagsFormat(width int32, height int32, typeGo RendererType, resetflags ResetFlags, format TextureFormat) *Window

RenderInitWithWidthHeightTypeResetFlagsFormat Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWidthHeightTypeResetFlagsFormatDebugFlags

func RenderInitWithWidthHeightTypeResetFlagsFormatDebugFlags(width int32, height int32, typeGo RendererType, resetflags ResetFlags, format TextureFormat, debugflags DebugFlags) *Window

RenderInitWithWidthHeightTypeResetFlagsFormatDebugFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWindowTitleWidthHeightResetFlags

func RenderInitWithWindowTitleWidthHeightResetFlags(windowtitle string, width int32, height int32, resetflags ResetFlags) *Window

RenderInitWithWindowTitleWidthHeightResetFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWindowTitleWidthHeightResetFlagsFormat

func RenderInitWithWindowTitleWidthHeightResetFlagsFormat(windowtitle string, width int32, height int32, resetflags ResetFlags, format TextureFormat) *Window

RenderInitWithWindowTitleWidthHeightResetFlagsFormat Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWindowTitleWidthHeightResetFlagsFormatDebugFlags

func RenderInitWithWindowTitleWidthHeightResetFlagsFormatDebugFlags(windowtitle string, width int32, height int32, resetflags ResetFlags, format TextureFormat, debugflags DebugFlags) *Window

RenderInitWithWindowTitleWidthHeightResetFlagsFormatDebugFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWindowTitleWidthHeightType

func RenderInitWithWindowTitleWidthHeightType(windowtitle string, width int32, height int32, typeGo RendererType) *Window

RenderInitWithWindowTitleWidthHeightType Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWindowTitleWidthHeightTypeResetFlags

func RenderInitWithWindowTitleWidthHeightTypeResetFlags(windowtitle string, width int32, height int32, typeGo RendererType, resetflags ResetFlags) *Window

RenderInitWithWindowTitleWidthHeightTypeResetFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWindowTitleWidthHeightTypeResetFlagsFormat

func RenderInitWithWindowTitleWidthHeightTypeResetFlagsFormat(windowtitle string, width int32, height int32, typeGo RendererType, resetflags ResetFlags, format TextureFormat) *Window

RenderInitWithWindowTitleWidthHeightTypeResetFlagsFormat Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func RenderInitWithWindowTitleWidthHeightTypeResetFlagsFormatDebugFlags

func RenderInitWithWindowTitleWidthHeightTypeResetFlagsFormatDebugFlags(windowtitle string, width int32, height int32, typeGo RendererType, resetflags ResetFlags, format TextureFormat, debugflags DebugFlags) *Window

RenderInitWithWindowTitleWidthHeightTypeResetFlagsFormatDebugFlags Initialize the render system. To change the states of the render system afterward use harfang.RenderReset.

func (*Window) Free

func (pointer *Window) Free()

Free ...

func (*Window) IsNil

func (pointer *Window) IsNil() bool

IsNil ...

type WindowVisibility

type WindowVisibility int32

WindowVisibility ...

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