GameApi 28
Library used by GameApi Builder tool
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GameApi::PolygonApi Member List

This is the complete list of members for GameApi::PolygonApi, including all inherited members.

acesfilm_shader(EveryApi &ev, ML mainloop)GameApi::PolygonApi
adjust_shader(EveryApi &ev, ML mainloop, unsigned int ad_color, float ad_dark, float ad_light)GameApi::PolygonApi
alt(std::vector< P > vec, int index)GameApi::PolygonApi
ambient_occulsion_color(P p)GameApi::PolygonApi
ambient_shader(EveryApi &ev, ML mainloop, int ambient_color_id, float ambient_level)GameApi::PolygonApi
and_not_elem(EveryApi &ev, P p1, P p_not, O o1, O o_not, CT cutter1, CT cutter_not)GameApi::PolygonApi
anim(EveryApi &ev, ML next, MA anim, float start_time, float delta_time, int count)GameApi::PolygonApi
anim_array(P *array, int size)GameApi::PolygonApi
anim_bind(EveryApi &ev, ML next, MA anim, MT material, float start_time, float delta_time, int count)GameApi::PolygonApi
anim_endpoints(P p1, P p2)GameApi::PolygonApi
anim_interpolate(P p, float val)GameApi::PolygonApi
anim_render(AA, float delta)GameApi::PolygonApi
anim_target_matrix(P p, M matrix)GameApi::PolygonApi
anim_target_scale(P p, PT center, float scale_x, float scale_y, float scale_z)GameApi::PolygonApi
anim_target_vector(P p, V v)GameApi::PolygonApi
array_lighting(L *array, int size)GameApi::PolygonApi
array_p_array(std::vector< PV > vec)GameApi::PolygonApi
array_pl(std::vector< PL > vec)GameApi::PolygonApi
attach_cache(ATT a, P p)GameApi::PolygonApi
attrib_function(P p1, std::function< float(int face, int point, int idx)> f, int idx)GameApi::PolygonApi
attribi_function(P p1, std::function< int(int face, int point, int idx)> f, int idx)GameApi::PolygonApi
av_unique(AV arr)GameApi::PolygonApi
average_normals(P orig, int sx, int sy)GameApi::PolygonApi
bar_chart(GameApi::EveryApi &ev, std::string url, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float per)GameApi::PolygonApi
bar_chart2(GameApi::EveryApi &ev, std::string url, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float per, float per2)GameApi::PolygonApi
bg_image(EveryApi &ev, BM bm)GameApi::PolygonApi
bitmapsized_quad(BM bm)GameApi::PolygonApi
block_divide(P p, float pos_x, float pos_z, int sx, int sz, float delta_x, float delta_z)GameApi::PolygonApi
block_draw(std::vector< ML > vec, float pos_x, float pos_z, int sx, int sz, float delta_x, float delta_z, int view)GameApi::PolygonApi
block_render(GameApi::EveryApi &ev, std::vector< P > vec, MT mat)GameApi::PolygonApi
block_render2(GameApi::EveryApi &ev, std::vector< P > vec, std::vector< MT > mat)GameApi::PolygonApi
bloom1_shader(EveryApi &ev, ML mainloop, float r_val, float g_val, float b_val)GameApi::PolygonApi
bloom_cut_sbm(SBM texture, float r, float g, float b)GameApi::PolygonApi
blur_sbm(SBM texture, float pixel_x, float pixel_y)GameApi::PolygonApi
blur_shader(EveryApi &ev, ML mainloop, float x_val, float y_val)GameApi::PolygonApi
blurred_render_shader(EveryApi &ev, ML mainloop, int numsamples, float blur_radius)GameApi::PolygonApi
build_offsets(P p, std::vector< PT > vec)GameApi::PolygonApi
bump_phong_shader(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int highlight, float pow)GameApi::PolygonApi
change_colors(P orig, std::function< unsigned int(unsigned int orig, int face, int point)> f)GameApi::PolygonApi
change_normals(P orig, std::function< V(V orig, int face, int point)> f)GameApi::PolygonApi
change_positions(P orig, std::function< PT(PT p, int face, int point)> f)GameApi::PolygonApi
change_texture(P orig, std::function< int(int face)> f, BM *array, int size)GameApi::PolygonApi
choose_color_shader(EveryApi &ev, ML mainloop, unsigned int color, float mix_val)GameApi::PolygonApi
choose_texture(P orig, int num)GameApi::PolygonApi
choose_time(ML next, std::vector< ML > vec, float delta_time)GameApi::PolygonApi
circular_span(EveryApi &ev, LI li, float delta_angle_around_y_axis, int num_steps)GameApi::PolygonApi
clone(VA va)GameApi::PolygonApi
color(P orig, unsigned int color)GameApi::PolygonApi
color_alpha(P orig, unsigned int alpha)GameApi::PolygonApi
color_cube(P orig, PT o, PT u_x, PT u_y, PT u_z, unsigned int color_o, unsigned int color_x, unsigned int color_y, unsigned int color_z)GameApi::PolygonApi
color_distance(P faces, float center_x, float center_y, float center_z, unsigned int color_center, unsigned int color_dist, float dist_center, float dist_dist)GameApi::PolygonApi
color_faces(P orig, unsigned int color_1, unsigned int color_2, unsigned int color_3, unsigned int color_4)GameApi::PolygonApi
color_from_normals(P orig)GameApi::PolygonApi
color_from_texcoord(P orig, unsigned int color_1, unsigned int color_2, unsigned int color_3, unsigned int color_4)GameApi::PolygonApi
color_function(P p1, std::function< unsigned int(int face, int point)> f)GameApi::PolygonApi
color_grayscale(P orig)GameApi::PolygonApi
color_lambert(P orig, unsigned int color, float light_dir_x, float light_dir_y, float light_dir_z, float pow, float intensity)GameApi::PolygonApi
color_lighting(float dx, float dy, float dz, int r, int g, int b, int a)GameApi::PolygonApi
color_map(BM bm, float start_x, float end_x, float start_y, float end_y, float z)GameApi::PolygonApi
color_map2(BM bm, PT pos, V u_x, V u_y)GameApi::PolygonApi
color_map3(BM bm, FB height, PT pos, V u_x, V u_y)GameApi::PolygonApi
color_map3(BM bm, FB height, float sx, float sy, float z)GameApi::PolygonApi
color_map3_cyl(BM bm, FB height, PT pos, V u_x, V u_y)GameApi::PolygonApi
color_map3_cyl(BM bm, FB height, float sx, float sy, float z)GameApi::PolygonApi
color_map3_sph(BM bm, FB height, PT pos, V u_x, V u_y)GameApi::PolygonApi
color_map3_sph(BM bm, FB height, float sx, float sy, float z)GameApi::PolygonApi
color_map4(BM bm, FB height, float sx, float sy, float z)GameApi::PolygonApi
color_poly(P orig, int facenum, unsigned int *array, int size)GameApi::PolygonApi
color_range(P orig, unsigned int source_upper, unsigned int source_lower, unsigned int upper_range, unsigned int lower_range)GameApi::PolygonApi
color_voxel(P orig, VX colours, PT p, V u_x, V u_y, V u_z)GameApi::PolygonApi
colormix_shader(EveryApi &ev, ML mainloop, float mix)GameApi::PolygonApi
colour_shader(EveryApi &ev, ML mainloop, float mix)GameApi::PolygonApi
coloured_lights_shader(EveryApi &ev, ML mainloop, float scale, unsigned int color_1, unsigned int color_2, unsigned int color_3, unsigned int color_4, unsigned int color_5, unsigned int color_6, unsigned int color_7, unsigned int color_8, PT pos_1, PT pos_2, PT pos_3, PT pos_4, PT pos_5, PT pos_6, PT pos_7, PT pos_8, float dist_1, float dist_2, float dist_3, float dist_4, float dist_5, float dist_6, float dist_7, float dist_8)GameApi::PolygonApi
colourspace_facecoll(CSI i, float t)GameApi::PolygonApi
colourspace_func(std::function< unsigned int(float, float, float, float)> f, float sx, float ex, float sy, float ey, float sz, float ez, float st, float et)GameApi::PolygonApi
colourspace_or_elem(CS cs, float delta_t, CS cs2, float delta_t2)GameApi::PolygonApi
colourspace_sample(CS i, int sx, int sy, int sz)GameApi::PolygonApi
colourspace_sphere2()GameApi::PolygonApi
comb_mat(GameApi::EveryApi &ev, std::vector< MT > vec1, std::vector< MT > vec2)GameApi::PolygonApi
combine_anim(P p1, P p2, float start_time, float end_time)GameApi::PolygonApi
combine_sbm(SBM texture1, SBM texture2)GameApi::PolygonApi
combine_textures(P p1, P p2)GameApi::PolygonApi
cone(int numfaces, PT p1, PT p2, float rad1, float rad2)GameApi::PolygonApi
cone_anim(float c_x, float c_y, float c_z, float d_x, float d_y, float d_z, float c2_x, float c2_y, float c2_z, float d2_x, float d2_y, float d2_z, float r1, float r2, float r1_2, float r2_2, int numfaces, float start_time, float end_time)GameApi::PolygonApi
convex_hull(PTS pts)GameApi::PolygonApi
count_function(P p1, std::function< int(int face)> f)GameApi::PolygonApi
counts(P p1, int numfaces)GameApi::PolygonApi
create_dynamic_geometry(P *array, int size)GameApi::PolygonApi
create_static_geometry(P *array, int size)GameApi::PolygonApi
create_vertex_array(P p, bool keep=false)GameApi::PolygonApi
create_vertex_array_attribs(P p, bool keep, std::vector< int > attribs, std::vector< int > attribi)GameApi::PolygonApi
create_vertex_array_hw(VA va)GameApi::PolygonApi
cube(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)GameApi::PolygonApi
cube(PT *p)GameApi::PolygonApi
cube_anim(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float start_x2, float end_x2, float start_y2, float end_y2, float start_z2, float end_z2, float start_time, float end_time)GameApi::PolygonApi
cube_map(float start_x, float end_x, float stary_y, float end_y, float start_z, float end_z, BM bm_front, BM bm_back, BM bm_left, BM bm_right, BM bm_top, BM bm_bottom)GameApi::PolygonApi
cullface(ML ml, bool b, bool is_gltf)GameApi::PolygonApi
curve_group_from_anim(MA ma, float start_time, float end_time)GameApi::PolygonApi
curve_to_poly(C c, float start_x, float end_x, float start_y, float end_y, float start_angle, float end_angle, int numinstances)GameApi::PolygonApi
custom_shader(EveryApi &ev, ML mainloop, std::string v_shader, std::string f_shader, std::string v_funcname, std::string f_funcname)GameApi::PolygonApi
cut_faces(P p, O o, CT cutter)GameApi::PolygonApi
decimate(P p, float val)GameApi::PolygonApi
decimate2(P p, float val)GameApi::PolygonApi
decimate3(P p, float val)GameApi::PolygonApi
decimate3_inv(P p, float val)GameApi::PolygonApi
decimate_tf(TF mesh, float val)GameApi::PolygonApi
decimate_tf_zero(TF mesh)GameApi::PolygonApi
decimate_without_holes(EveryApi &ev, P p, float, int, float, std::vector< BM >)GameApi::PolygonApi
decimate_zeros(P p)GameApi::PolygonApi
deform(P obj, O bools, float dx, float dy, float dz)GameApi::PolygonApi
delete_vertex_array(VA arr)GameApi::PolygonApi
disc(EveryApi &ev, int numfaces, float center_x, float center_y, float center_z, float normal_x, float normal_y, float normal_z, float radius)GameApi::PolygonApi
discard_shader(EveryApi &ev, ML mainloop)GameApi::PolygonApi
dist_field_mesh_shader(EveryApi &ev, ML mainloop, SFO sfo)GameApi::PolygonApi
dist_from_lines(LI li, float d1, float d2, PT center)GameApi::PolygonApi
dither_shader(EveryApi &ev, ML mainloop)GameApi::PolygonApi
ds_cache_mtl(EveryApi &ev, P input, int count, std::string mtl_url, std::string url_prefix)GameApi::PolygonApi
ds_cache_url(EveryApi &ev, P input, int count)GameApi::PolygonApi
dyn_lights_shader(EveryApi &ev, ML mainloop, float light_pos_x, float light_pos_y, float light_pos_z, float dist, MN dyn_point)GameApi::PolygonApi
edge_shader(EveryApi &ev, ML mainloop, float edge_width, unsigned int edge_color)GameApi::PolygonApi
EQuad enum valueGameApi::PolygonApi
ETriangle enum valueGameApi::PolygonApi
explode(VA va, PT pos, float dist)GameApi::PolygonApi
extract_large_polygons(P p, float minimum_size, bool reverse)GameApi::PolygonApi
face_cutter(P p, float start, float end)GameApi::PolygonApi
fade_pic(EveryApi &ev, BM bm1, float start_time, float transition_time, float end_time, float end_transition_time, BM bm2, float start2_time, float transition2_time, float end2_time, float end2_transition_time)GameApi::PolygonApi
fade_shader(EveryApi &ev, ML mainloop, float start_time, float end_time, float start_time2, float end_time2)GameApi::PolygonApi
file_cache(P model, std::string filename, int obj_num)GameApi::PolygonApi
filter_invisible(P p, float size)GameApi::PolygonApi
find_attach2(P p, LI li)GameApi::PolygonApi
find_color_id(P p, int facenum, int pointnum)GameApi::PolygonApi
find_normal_id(P p, int facenum, int pointnum)GameApi::PolygonApi
find_point_id(P p, int facenum, int pointnum)GameApi::PolygonApi
find_texcoord_id(P p, int facenum, int pointnum)GameApi::PolygonApi
fix_texcoord(P p)GameApi::PolygonApi
fix_vertex_order(P p)GameApi::PolygonApi
flip_normals(P obj)GameApi::PolygonApi
flip_polygon_order(P p)GameApi::PolygonApi
fog_shader(EveryApi &ev, ML mainloop, float fog_dist, unsigned int dark_color, unsigned int light_color)GameApi::PolygonApi
fractal_mountain(int level, int sx, int sy)GameApi::PolygonApi
from_lines(LI li, std::function< P(int i, float sx, float sy, float sz, float ex, float ey, float ez, unsigned int scolor, unsigned int ecolor)> f)GameApi::PolygonApi
from_normal_to_texcoord(P p)GameApi::PolygonApi
from_points(PTS p, std::function< P(int i, float x, float y, float z, unsigned int color)> f)GameApi::PolygonApi
from_polygon(P p, std::function< P(int face, PT p1, PT p2, PT p3, PT p4)> f)GameApi::PolygonApi
from_polygon_1(P p, std::function< P(int face, PT p1, PT p2, PT p3, PT p4)> f)GameApi::PolygonApi
fromsurface(S s, float thickness)GameApi::PolygonApi
fromsurface(S s1, S s2, C curve)GameApi::PolygonApi
fullscreen_quad(EveryApi &ev)GameApi::PolygonApi
get_face_count(P p)GameApi::PolygonApi
get_tri_vertex_array(P p, int choose, int row, int *v_size, float **v_array, int *n_size, float **n_array, int *c_size, unsigned int **c_array, int *tex_size, float **tex_array, int *attrib_size1, int *attrib_size2, float ***attrib_array)GameApi::PolygonApi
get_tri_vertex_array_frames(P p)GameApi::PolygonApi
get_tri_vertex_array_rows(P p)GameApi::PolygonApi
gi_shader(EveryApi &ev, ML mainloop, PTS points, float obj_size)GameApi::PolygonApi
globe_shader(EveryApi &ev, ML mainloop, float globe_r)GameApi::PolygonApi
glowedge_shader(EveryApi &ev, ML mainloop, float white_level, float gray_level, float edge_pos)GameApi::PolygonApi
gltf_anim_shader(GameApi::EveryApi &ev, ML ml_orig, std::vector< GameApi::ML > mls, int key, int mode, int timeid, TRA anim_transfer_id, int frame_skip)GameApi::PolygonApi
gltf_load(EveryApi &ev, TF model, int mesh_index, int prim_index, TRR resize_transfer_id)GameApi::PolygonApi
gltf_load_bitmap(GameApi::EveryApi &ev, TF model, int image_index)GameApi::PolygonApi
gltf_load_nr(EveryApi &ev, TF model, int mesh_index, int prim_index, TRR resize_transfer_id)GameApi::PolygonApi
gltf_shader(EveryApi &ev, ML mainloop, float mix, bool tex0, bool tex1, bool tex2, bool tex3, bool tex4, bool tex5, bool tex6, bool tex7, float roughness, float metallic, float basecolor0, float basecolor1, float basecolor2, float basecolor3, float occul, float emiss, bool spec, float diff_factor_r=1.0, float diff_factor_g=1.0, float diff_factor_b=1.0, float spec_factor_r=1.0, float spec_factor_g=1.0, float spec_factor_b=1.0, float glossi_factor=1.0, bool unlit=false, float emis2_r=0.0, float emis2_g=0.0, float emis2_b=0.0, float light_dir_x=0.0, float light_dir_y=0.0, float light_dir_z=-400.0, std::string cache_id="gltf", float self_mult=1.0, float rest_mult=0.0, bool emissive=false)GameApi::PolygonApi
gltf_split_faces2(EveryApi &ev, TF model0, int mesh_index, int prim_index, int max_attach)GameApi::PolygonApi
gradient_color(P p, float p_x, float p_y, float p_z, float v_x, float v_y, float v_z, unsigned int start_color, unsigned int end_color)GameApi::PolygonApi
grid(PT o, PT u_x, PT u_y, int num_x, int num_y)GameApi::PolygonApi
grid(PT o, PT u_x, PT u_y, int num_x, int num_y, P *grid)GameApi::PolygonApi
heightmap(BM bm, HeightMapType t, float min_x, float max_x, float min_y, float max_y, float min_z, float max_z)GameApi::PolygonApi
heightmap(FB fb, std::function< P(float)> f, float dx, float dz)GameApi::PolygonApi
heightmap2(FB bm, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)GameApi::PolygonApi
HeightMapType enum nameGameApi::PolygonApi
id_array(ID *array, int size)GameApi::PolygonApi
identity_pose(int li_size)GameApi::PolygonApi
interpolate_mesh_pair(P start_p, P end_p)GameApi::PolygonApi
interpolate_mesh_pair_arr(std::vector< P > start_ps, std::vector< P > end_ps)GameApi::PolygonApi
intersect(EveryApi &ev, P p1, P p2, O o1, O o2, CT cutter1, CT cutter2)GameApi::PolygonApi
is_array_texture(VA va)GameApi::PolygonApi
is_texture(VA va)GameApi::PolygonApi
li_piechart(float c_x, float c_y, float c_z, float start_angle, float end_angle, float radius, int numsteps)GameApi::PolygonApi
li_polygon(LI li, float width)GameApi::PolygonApi
li_static_instancing_matrix(EveryApi &ev, LI obj, MS matrix_array)GameApi::PolygonApi
light_bm(L lighting, P poly)GameApi::PolygonApi
light_shader(EveryApi &ev, ML mainloop)GameApi::PolygonApi
light_transport(P p, int num, float light_dir_x, float light_dir_y, float light_dir_z)GameApi::PolygonApi
lighting(P orig, L lighting)GameApi::PolygonApi
line_to_cone(EveryApi &ev, LI li, float size, int numfaces)GameApi::PolygonApi
line_to_cone2(EveryApi &ev, LI li, float size, int numfaces, MT mt)GameApi::PolygonApi
line_to_cone3(EveryApi &ev, LI li, float size, int numfaces, MT mt, unsigned int color)GameApi::PolygonApi
linear_span(EveryApi &ev, LI li, float dx, float dy, float dz, int num_steps)GameApi::PolygonApi
load_ds_from_temp_p(EveryApi &ev, P p, std::string url)GameApi::PolygonApi
load_glb_from_temp(std::string filename, void(*fptr)(void *), void *, bool &success)GameApi::PolygonApi
load_glb_from_temp2(std::string filename)GameApi::PolygonApi
load_glb_from_temp3(std::string filename)GameApi::PolygonApi
load_model(std::string filename, int obj_num)GameApi::PolygonApi
load_model_all(std::string filename, int count)GameApi::PolygonApi
load_model_all_no_cache(std::string filename, int count, bool nr)GameApi::PolygonApi
load_model_all_no_cache(LoadStream *file_data, int count, bool nr)GameApi::PolygonApi
load_model_all_no_cache_mtl(std::string filename, int count, std::vector< std::string > material_names, bool nr)GameApi::PolygonApi
load_model_all_no_cache_mtl(LoadStream *file_data, int count, std::vector< std::string > material_names, bool nr)GameApi::PolygonApi
load_scene(EveryApi &ev, std::string url, int sx, int sy)GameApi::PolygonApi
lod_choose(std::vector< P > vec, std::string name)GameApi::PolygonApi
lod_select(float start_dist, float dist_step, int max_value)GameApi::PolygonApi
lod_set(P p, std::string name, int value)GameApi::PolygonApi
log_coords(P p)GameApi::PolygonApi
log_coords2(P p, int x_count, int y_count, float sx, float sy, float sz)GameApi::PolygonApi
m_bind_inst_many(EveryApi &ev, std::vector< P > vec, std::vector< MT > materials, PTS pts, int ticks)GameApi::PolygonApi
m_bind_many(EveryApi &ev, std::vector< P > vec, std::vector< MT > materials, int ticks)GameApi::PolygonApi
material_arr(std::vector< MT > vec, int start_range, int end_range)GameApi::PolygonApi
material_choose(std::vector< MT > mat, std::vector< P > p)GameApi::PolygonApi
material_extractor_bm(P p, int start_index, int end_index)GameApi::PolygonApi
material_extractor_mt(EveryApi &ev, P p, float mix, int start_index, int end_index)GameApi::PolygonApi
material_extractor_p(P p, int start_index, int end_index, int num_slots, int current_slot)GameApi::PolygonApi
material_face_collection(P base, P material)GameApi::PolygonApi
material_index(EveryApi &ev, std::vector< MT > vec, int index)GameApi::PolygonApi
matrix(P orig, M mat)GameApi::PolygonApi
matrix44(P orig, M mat)GameApi::PolygonApi
max_color(P orig, P orig2)GameApi::PolygonApi
memoize(P orig)GameApi::PolygonApi
memoize_all(P orig)GameApi::PolygonApi
mesh_anim(EveryApi &ev, std::vector< P > vec, std::vector< MN > move, std::vector< MT > mat, std::vector< MS > inst, std::vector< IF > states, std::string url)GameApi::PolygonApi
mesh_anim_display_inst(EveryApi &ev, P p, FF val, MN move, MT mat, MS inst)GameApi::PolygonApi
mesh_anim_display_inst2(EveryApi &ev, P p, FF val, MN mn, MT mat, PTS inst)GameApi::PolygonApi
mesh_color_shader(EveryApi &ev, ML mainloop, SFO sfo)GameApi::PolygonApi
mesh_elem(P start, P end)GameApi::PolygonApi
mesh_resize(P p, float start_x, float end_x, float start_y, float end_Y, float start_z, float end_z)GameApi::PolygonApi
meshanim(std::vector< P > vec, float start_time, float end_time)GameApi::PolygonApi
meshanim_anim_meshes(MA ma, float start_time, float delta_time, int count)GameApi::PolygonApi
meshanim_mesh(MA ma, float time)GameApi::PolygonApi
meshanim_mesh2(MA ma, float time1, float time2)GameApi::PolygonApi
meshy(EveryApi &ev, std::string prompt, std::string filename)GameApi::PolygonApi
min_color(P orig, P orig2)GameApi::PolygonApi
mix_color(P orig, P orig2, float val)GameApi::PolygonApi
mix_mesh(P p, PTS points, float val)GameApi::PolygonApi
mixshader_shader(EveryApi &ev, ML ml, float mix=0.5)GameApi::PolygonApi
move(P orig, PT obj_0, V obj_x, V obj_y, V obj_z, PT world_0, V world_x, V world_y, V world_z)GameApi::PolygonApi
mtl_parse(EveryApi &ev, std::vector< unsigned char > mtlfilecontents, std::string url_prefix, int delta=0)GameApi::PolygonApi
multiply_facecoll(P p, int sx, int sy, int sz)GameApi::PolygonApi
new_pose(EveryApi &ev, LI li_orig, LI li)GameApi::PolygonApi
newshadow_shader_1(EveryApi &ev, ML ml, float light_dir_x, float light_dir_y, float light_dir_z, float scale)GameApi::PolygonApi
newshadow_shader_2_gltf(EveryApi &ev, ML ml, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, float scale, int texindex)GameApi::PolygonApi
newshadow_shader_2_phong(EveryApi &ev, ML ml, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, float scale)GameApi::PolygonApi
no_batch_map(P p)GameApi::PolygonApi
noise_shader(EveryApi &ev, ML mainloop)GameApi::PolygonApi
normal_darkness(P p, float dark)GameApi::PolygonApi
normal_function(P p1, std::function< V(int face, int point)> f)GameApi::PolygonApi
optimize_mesh(P p)GameApi::PolygonApi
optimize_mesh(P p, float max)GameApi::PolygonApi
or_array(P *array, int size)GameApi::PolygonApi
or_array2(std::vector< P > vec)GameApi::PolygonApi
or_array3(std::vector< P > vec)GameApi::PolygonApi
or_array_1(P *array, int size)GameApi::PolygonApi
or_elem(P p1, P p2)GameApi::PolygonApi
or_elem_anim(P p1, P p2, float time)GameApi::PolygonApi
or_elem_pl(PL pl1, PL pl2)GameApi::PolygonApi
orig_pose(EveryApi &ev, P p, LI li, int li_size)GameApi::PolygonApi
orig_pose2(EveryApi &ev, std::vector< P > vec, LI li, int li_size)GameApi::PolygonApi
output_ml(std::string objfileurl, int count, std::string prefix, std::vector< MaterialDef > filenames)GameApi::PolygonApi
p_array(std::vector< P > vec)GameApi::PolygonApi
p_ds(EveryApi &ev, const unsigned char *beg, const unsigned char *end)GameApi::PolygonApi
p_ds2(EveryApi &ev, DS ds2)GameApi::PolygonApi
p_ds_inv(P model, int flags=-1)GameApi::PolygonApi
p_ds_url(EveryApi &ev, std::string url)GameApi::PolygonApi
p_empty()GameApi::PolygonApi
p_gen_texture(P p, int i)GameApi::PolygonApi
p_mtl(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count)GameApi::PolygonApi
p_mtl2(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count, int start_index, int end_index, float mix)GameApi::PolygonApi
p_mtl2_materials(EveryApi &ev, P p)GameApi::PolygonApi
p_mtl2_nr(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count, int start_index, int end_index, float mix)GameApi::PolygonApi
p_mtl2_prepare(P p)GameApi::PolygonApi
p_mtl_bump(P p)GameApi::PolygonApi
p_mtl_d(P p)GameApi::PolygonApi
p_mtl_materials(EveryApi &ev, P P)GameApi::PolygonApi
p_mtl_nr(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count)GameApi::PolygonApi
p_num_textures(P p)GameApi::PolygonApi
p_piechart(EveryApi &ev, float c_x, float c_y, float start_angle, float end_angle, float radius, int numsteps, float start_z, float end_z)GameApi::PolygonApi
p_texture(P p, int i)GameApi::PolygonApi
p_url(EveryApi &ev, std::string url, int count)GameApi::PolygonApi
p_url_mtl(EveryApi &ev, std::string url, int count, std::vector< std::string > material_names)GameApi::PolygonApi
p_url_nr(EveryApi &ev, std::string url, int count)GameApi::PolygonApi
parse_mtl(std::string filename)GameApi::PolygonApi
persistent_cache(P orig, std::string filename)GameApi::PolygonApi
phong_shader(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int specular, unsigned int highlight, float pow)GameApi::PolygonApi
phong_shader2(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int specular, unsigned int highlight, float pow)GameApi::PolygonApi
piechart_full(EveryApi &ev, float c_x, float c_y, std::string url, float radius, int numsteps, float start_z, float end_z)GameApi::PolygonApi
plane_map(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float start_values, float end_values, FB fb, int sx, int sy)GameApi::PolygonApi
point_function(P p1, std::function< PT(int face, int point)> f)GameApi::PolygonApi
poly_array(std::vector< P > vec)GameApi::PolygonApi
poly_execute(EveryApi &ev, ARR arr, std::string gameapi_script)GameApi::PolygonApi
poly_index(ARR arr, int idx)GameApi::PolygonApi
poly_size(ARR arr)GameApi::PolygonApi
polygon(PT *array, int size)GameApi::PolygonApi
polygon2(std::vector< PT > vec)GameApi::PolygonApi
polygon3(PTS points)GameApi::PolygonApi
polygon_fetch(P p)GameApi::PolygonApi
PolygonApi(Env &e)GameApi::PolygonApi
position_based_on_screen(ML obj)GameApi::PolygonApi
prepare(P p, int bbm_choose=-1)GameApi::PolygonApi
prepare_cache(std::string url, P p)GameApi::PolygonApi
prepare_cut(P p)GameApi::PolygonApi
prepare_vertex_array_instanced(ShaderApi &ev, VA va, PTA pta, SH sh)GameApi::PolygonApi
prepare_vertex_array_instanced_matrix(ShaderApi &ev, VA va, MSA pta, SH sh)GameApi::PolygonApi
preparedone(P p)GameApi::PolygonApi
preparepoly(P p, int bbm_choose=-1)GameApi::PolygonApi
print_data(P p)GameApi::PolygonApi
print_data2(P p)GameApi::PolygonApi
print_stat(P p)GameApi::PolygonApi
print_stat(VA p)GameApi::PolygonApi
pts_to_voxel(PTS pts, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, int sx, int sy, int sz)GameApi::PolygonApi
quad(PT p1, PT p2, PT p3, PT p4)GameApi::PolygonApi
quad_tree(P p)GameApi::PolygonApi
quad_x(float x, float y1, float y2, float z1, float z2)GameApi::PolygonApi
quad_y(float x1, float x2, float y, float z1, float z2)GameApi::PolygonApi
quad_z(float x1, float x2, float y1, float y2, float z)GameApi::PolygonApi
quads_to_triangles(P p)GameApi::PolygonApi
radial_lighting(float dx, float dy, float dz, int r, int g, int b, int a, int r2, int g2, int b2, int a2, float dist)GameApi::PolygonApi
ready_to_prepare(ML p)GameApi::PolygonApi
recalculate_normals(P orig)GameApi::PolygonApi
rect_pl(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, bool x_or_z, bool start_or_end_higher)GameApi::PolygonApi
reflection(P orig, PT pos, V u_x, V u_y, V ref_vec)GameApi::PolygonApi
remove_faces(P p)GameApi::PolygonApi
render(P p, int choose, float x, float y, float z)GameApi::PolygonApi
render_dynamic(P p, int array_elem, bool textures)GameApi::PolygonApi
render_dynamic_ml(EveryApi &ev, P p, DC dyn)GameApi::PolygonApi
render_pl(PL pl)GameApi::PolygonApi
render_vertex_array(VA va)GameApi::PolygonApi
render_vertex_array_dyn(VA va, DC dc, MainLoopEnv &e)GameApi::PolygonApi
render_vertex_array_instanced(ShaderApi &ev, VA va, PTA pta, SH sh, int hide_n=-1)GameApi::PolygonApi
render_vertex_array_instanced_matrix(ShaderApi &ev, VA va, MSA pta, SH sh, int hide_n=-1)GameApi::PolygonApi
render_vertex_array_ml(EveryApi &ev, VA va)GameApi::PolygonApi
render_vertex_array_ml2(EveryApi &ev, P va)GameApi::PolygonApi
render_vertex_array_ml2_cubemap(EveryApi &ev, P va, std::vector< BM > vec)GameApi::PolygonApi
render_vertex_array_ml2_texture(EveryApi &ev, P va, std::vector< BM > vec, std::vector< int > types=std::vector< int >(), std::vector< std::string > id_labels=std::vector< std::string >(), std::vector< bool > is_srgb=std::vector< bool >())GameApi::PolygonApi
render_vertex_array_ml2_texture2(EveryApi &ev, P p)GameApi::PolygonApi
render_vertex_array_ml2_texture_id(EveryApi &ev, P va, std::vector< TXID > *vec)GameApi::PolygonApi
renderpoly(P p, float x, float y, float z)GameApi::PolygonApi
renderpoly(P p, PT pos)GameApi::PolygonApi
renderpoly(P p, int choose, float x, float y, float z)GameApi::PolygonApi
renderpolytobitmap(EveryApi &ev, P p, SH sh, float x, float y, float z, int sx, int sy)GameApi::PolygonApi
repeat_xy_p(EveryApi &ev, P p, float start_x, float start_y, float dx, float dy, int sx, int sy)GameApi::PolygonApi
repeat_xz_p(EveryApi &ev, P p, float start_x, float start_z, float dx, float dz, int sx, int sz)GameApi::PolygonApi
repeat_yz_p(EveryApi &ev, P p, float start_y, float start_z, float dy, float dz, int sy, int sz)GameApi::PolygonApi
replace_texture(P p, BM bm, int num)GameApi::PolygonApi
resize_to_correct_size(P model)GameApi::PolygonApi
resize_to_correct_size_g(P model, TRR resize_transfer_id)GameApi::PolygonApi
ring(float sx, float sy, float x, int steps)GameApi::PolygonApi
rotate(P orig, PT pt, V axis, float angle)GameApi::PolygonApi
rotatex(P orig, float angle)GameApi::PolygonApi
rotatey(P orig, float angle)GameApi::PolygonApi
rotatez(P orig, float angle)GameApi::PolygonApi
rounded_cube(EveryApi &ev, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float round_radius)GameApi::PolygonApi
s_sample(S surf, int sx, int sy)GameApi::PolygonApi
s_spherical(float c_x, float c_y, float c_z, FB fb, float start_radius, float end_radius, float start_values, float end_values)GameApi::PolygonApi
save_model(P poly, std::string filename)GameApi::PolygonApi
save_model_ml(P poly, std::string filename)GameApi::PolygonApi
sbm_circle(float start_time, float end_time, float start_pos_x, float start_pos_y, float end_pos_x, float end_pos_y, float start_radius, float end_radius)GameApi::PolygonApi
sbm_texture(EveryApi &ev, ML mainloop, SBM bitmap)GameApi::PolygonApi
scale(P orig, float sx, float sy, float sz)GameApi::PolygonApi
seq_p_array(std::vector< P > vec, std::vector< P > vec2)GameApi::PolygonApi
sfo_sandbox_shader(EveryApi &ev, ML mainloop, SFO sfo)GameApi::PolygonApi
sfo_sbm(EveryApi &ev, SFO sfo)GameApi::PolygonApi
shading_shader(EveryApi &ev, ML mainloop, unsigned int level1, unsigned int level2, unsigned int level3, float spec_size=5.0f, bool ambient=true, bool diffuse=true, bool specular=false)GameApi::PolygonApi
shadow(P orig, PT pos, V u_x, V u_y, V light_vec)GameApi::PolygonApi
shadow_map(EveryApi &ev, P p, float p_x, float p_y, float p_z, int sx, int sy)GameApi::PolygonApi
shadow_map2(P p, float p_x, float p_y, float p_z, int sx, int sy, P quad)GameApi::PolygonApi
shadow_map3(EveryApi &ev, P objs, float p_x, float p_Y, float p_z, int sx, int sy, P quad)GameApi::PolygonApi
shadow_shader(EveryApi &ev, ML mainloop, int tex_num, float p_x, float p_y, float p_z, unsigned int dark_color, float mix)GameApi::PolygonApi
single_texture(P orig, BM texture)GameApi::PolygonApi
ske_anim(EveryApi &ev, P mesh, LI orig_pose, int li_size, std::string url, std::vector< LI > new_poses, MT mat)GameApi::PolygonApi
ske_anim2(EveryApi &ev, std::vector< P > mesh, LI orig_pose, int li_size, std::string url, std::vector< LI > new_poses, MT mat)GameApi::PolygonApi
skeletal_anim(P p, PT p_0, PT p_1, PT n_0, PT n_1)GameApi::PolygonApi
skeletal_shader(EveryApi &ev, ML mainloop, std::vector< SA > vec)GameApi::PolygonApi
slow_calc_lights(P p, float light_dir_x, float light_dir_y, float light_dir_z)GameApi::PolygonApi
smooth_normals(P orig)GameApi::PolygonApi
smooth_normals2(P p)GameApi::PolygonApi
solid_of_revolution(EveryApi &ev, int numfaces, float p_x, float p_y, float p_z, float p1_x, float p1_y, float p1_z, std::string deltas, std::string radiuses)GameApi::PolygonApi
sort_faces_by_area(P p)GameApi::PolygonApi
sort_vertices(VA va, M m)GameApi::PolygonApi
span(LI li, M matrix, int num_steps)GameApi::PolygonApi
spatial_decimate(P p, float val)GameApi::PolygonApi
sphere(PT center, float radius, int numfaces1, int numfaces2)GameApi::PolygonApi
sphere_anim(float c_x, float c_y, float c_z, float c2_x, float c2_y, float c2_z, float r, float r2, float start_time, float end_time, int numfaces1, int numfaces2)GameApi::PolygonApi
sphere_map(float c_x, float c_y, float c_z, FB fb, float start_radius, float end_radius, float start_values, float end_values, int sx, int sy)GameApi::PolygonApi
sphere_rays(float center_x, float center_y, float center_z, float radius, float delta_alfa, float delta_beta, FS field, int maxiter, float c, std::vector< PT > vec)GameApi::PolygonApi
sphere_rays2(EveryApi &ev, float center_x, float center_y, float center_z, float radius, float delta_alfa, float delta_beta, FS field, int maxiter, float c, std::vector< PT > vec)GameApi::PolygonApi
spherical_normals(P p, float p_x, float p_y, float p_z)GameApi::PolygonApi
spherical_wave(P p, float r1, float fr_1, float r2, float fr_2)GameApi::PolygonApi
split_faces(P p, ATT att, int max_attach)GameApi::PolygonApi
split_p(P p, int start_face, int end_face)GameApi::PolygonApi
splitquads(P orig, int x_count, int y_count)GameApi::PolygonApi
spotlight_shader(EveryApi &ev, ML mainloop, int light_color_id, MN move)GameApi::PolygonApi
sprite_bind(P p, TX tx, int id)GameApi::PolygonApi
sprite_bind(P p, Q bm, TX tx)GameApi::PolygonApi
sprite_bind_1(P p, Q bm, TX tx)GameApi::PolygonApi
sprite_render(EveryApi &ev, BM bm, float start_x, float end_x, float start_y, float end_y, float z)GameApi::PolygonApi
sprite_render_fade(EveryApi &ev, BM bm, PTS pts, float start_x, float end_x, float start_y, float end_y, float z, bool flip, float start_time, float end_time)GameApi::PolygonApi
sprite_render_inst(EveryApi &ev, BM bm, PTS pts, float start_x, float end_x, float start_y, float end_y, float z)GameApi::PolygonApi
static_instancing(EveryApi &ev, P obj, PTS pos)GameApi::PolygonApi
static_instancing_array(EveryApi &ev, std::vector< P > vec, PTS pos)GameApi::PolygonApi
static_instancing_matrix(EveryApi &ev, P obj, MS matrix_array)GameApi::PolygonApi
static_instancing_vertex_color(EveryApi &ev, P obj, PTS pos)GameApi::PolygonApi
static_instancing_with_color(EveryApi &ev, P obj, BM bm, float start_x, float end_x, float start_y, float end_y, float z)GameApi::PolygonApi
stl_load(std::string url)GameApi::PolygonApi
subpoly_change(P p, P p2, O choose)GameApi::PolygonApi
substitute(P p1, P p2, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float normal)GameApi::PolygonApi
texcoord_cube(P orig, PT o, PT u_x, PT u_y, PT u_z, PT tex_o, PT tex_x, PT tex_y, PT tex_z)GameApi::PolygonApi
texcoord_cylindar(P orig, float start_y, float end_y)GameApi::PolygonApi
texcoord_default(P orig)GameApi::PolygonApi
texcoord_from_normal(P p)GameApi::PolygonApi
texcoord_from_normal2(P p)GameApi::PolygonApi
texcoord_function(P p1, std::function< PT(int face, int point)> f)GameApi::PolygonApi
texcoord_manual(P orig, float p1_x, float p1_y, float p2_x, float p2_y, float p3_x, float p3_y, float p4_x, float p4_y)GameApi::PolygonApi
texcoord_plane(P p, float start_x, float end_x, float start_y, float end_y)GameApi::PolygonApi
texcoord_poly(P orig, int facenum, PT *array, int size)GameApi::PolygonApi
texcoord_spherical(PT center, P orig)GameApi::PolygonApi
texcoord_spherical2(EveryApi &ev, PT center, float r, P orig)GameApi::PolygonApi
texcoord_subarea(P p, float start_x, float end_x, float start_y, float end_y)GameApi::PolygonApi
texture(P orig, BM bm, int bm_choose=-1)GameApi::PolygonApi
texture_add(P p, BM bm)GameApi::PolygonApi
texture_arr_shader(EveryApi &ev, ML mainloop, float mix)GameApi::PolygonApi
texture_cubemap_shader(EveryApi &ev, ML mainloop, float mix, float mix2)GameApi::PolygonApi
texture_from_p(P p, int num)GameApi::PolygonApi
texture_many_shader(EveryApi &ev, ML mainloop, float mix)GameApi::PolygonApi
texture_sbm()GameApi::PolygonApi
texture_shader(EveryApi &ev, ML mainloop, float mix)GameApi::PolygonApi
texture_splitter(P p, int start_index, int end_index)GameApi::PolygonApi
texture_splitter2(P p, int num, int num_slots, int current_slot)GameApi::PolygonApi
texture_storage(P p, int texture_sx, int texture_sy)GameApi::PolygonApi
tf_ds_inv(TF tf, int flags)GameApi::PolygonApi
tf_glb_tf(EveryApi &ev, TF tf, std::string url)GameApi::PolygonApi
toon_outline(P p, float border_width)GameApi::PolygonApi
toon_shader(EveryApi &ev, ML mainloop)GameApi::PolygonApi
torus(int numfaces1, int numfaces2, PT center, V u_x, V u_y, float radius1, V uu_x, V uu_y, float radius2)GameApi::PolygonApi
torus2(EveryApi &ev, int numfaces1, int numfacesw2, PT center, float radius1, float radius2)GameApi::PolygonApi
translate(P orig, float dx, float dy, float dz)GameApi::PolygonApi
translate_1(P orig, float dx, float dy, float dz)GameApi::PolygonApi
transparent_separate(P p, BM bm, bool opaque, bool force_transparent, bool force_opaque)GameApi::PolygonApi
transparent_separate2(P p, std::vector< BM > vec, bool opaque)GameApi::PolygonApi
tri_strip(PT *array, int size)GameApi::PolygonApi
tri_to_quad(P p)GameApi::PolygonApi
tri_vertex_array(float *v_array, int v_size, float *n_array, int n_size, unsigned int *c_array, int c_size, float *tex_array, int tex_size, float **attrib_array, int a_size1, int a_size2)GameApi::PolygonApi
triangle(PT p1, PT p2, PT p3)GameApi::PolygonApi
unit_cube(P orig, PT pos, V u_x, V u_y, V u_z)GameApi::PolygonApi
unit_to_cube(P orig, PT pos, V u_x, V u_y, V u_z)GameApi::PolygonApi
unit_to_flex(P orig, PT bTL, PT bTR, PT bBL, PT bBR, PT fTL, PT fTR, PT fBL, PT fBR)GameApi::PolygonApi
update(VA va)GameApi::PolygonApi
update_vertex_array(VA va, P p, bool keep=false)GameApi::PolygonApi
update_vertex_array_ml(VA va, P p, bool keep=false)GameApi::PolygonApi
update_vertex_array_no_memory(VA va, P p)GameApi::PolygonApi
vertex_phong_shader(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int highlight, float pow, float mix)GameApi::PolygonApi
voxelarray_to_pts(AV arr, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z)GameApi::PolygonApi
vr_fullscreen_quad(EveryApi &ev, bool is_right)GameApi::PolygonApi
water_shader(EveryApi &ev, ML mainloop, unsigned int color1, unsigned int color2, unsigned int color3, float center_x, float center_y, float center_z, float wave_mult, float time_mult)GameApi::PolygonApi
wave_shader(EveryApi &ev, ML mainloop, float radius, float t_mult, float x_mult, float y_mult)GameApi::PolygonApi
world_from_bitmap(std::function< P(int c)> f, BM int_bm, float dx, float dy, int max_c)GameApi::PolygonApi
world_from_bitmap(EveryApi &ev, std::vector< P > vec, std::string filename, std::string chars, float dx, float dy, int sx, int sy)GameApi::PolygonApi
world_from_bitmap2(EveryApi &ev, std::function< P(int c, PT tl, PT tr, PT bl, PT br)> f, BM int_bm, FB float_bm, float dx, float dz, float height)GameApi::PolygonApi
world_from_voxel(std::function< P(unsigned int c)> f, VX voxel, float dx, float dy, float dz, int max_c)GameApi::PolygonApi
x_split(P p, float x, float x_0, float x_1)GameApi::PolygonApi
y_split(P p, float y, float y_0, float y_1)GameApi::PolygonApi
z_split(P p, float z, float z_0, float z_1)GameApi::PolygonApi
~PolygonApi()GameApi::PolygonApi