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Funciones globales

Relación de funciones y variables globales para usar en expresiones.

Arithmetic

float * (a: float, b: float)
_mul_float_float

float + (a: float, b: float)

Suma de dos números.


float - (a: float, b: float)
_sub_float_float

float / (a: float, b: float)
_div_float_float

float abs (float)

Valor absoluto de un número.


void add! (variable: float!, value: float)
add_em_float_float

void add_limit! (variable: float!, value: float, max: float)
add_limit_em_float_float_float

float add_limit (value: float, delta: float, max: float)
add_limit_float_float_float

void cycle_limit! (variable: float!, min: float, max: float)
cycle_limit_em_float_float_float

int dec! (variable: int!)
dec_em_int

int dec!get (variable: int!)
dec_emget_int

bool even (int)
even_int

int inc! (variable: int!)
inc_em_int

int inc!get (variable: int!)
inc_emget_int

float limit (value: float, min: float, max: float)
limit_float_float_float

float max (a: float, b: float)
max_float_float

float min (a: float, b: float)
min_float_float

void neg! (variable: float!)
neg_em_float

float neg (float)
neg_float

bool odd (int)
odd_int

float pow (a: float, b: float)
pow_float_float

float rand (min: float, max: float)
rand_float_float

void randomize (seed: int)
randomize_int

void rev_limit! (variable: float!, min: float, max: float)
rev_limit_em_float_float_float

void set_gt! (variable: float!, value: float)
set_gt_em_float_float

void set_lt! (variable: float!, value: float)
set_lt_em_float_float

int sign (float)
sign_float

float sqrt (float)
sqrt_float

void sub! (variable: float!, value: float)
sub_em_float_float

void sub_limit! (variable: float!, value: float, min: float)
sub_limit_em_float_float_float

float sub_limit (value: float, delta: float, min: float)
sub_limit_float_float_float

void transfer! (src_var: float!, dst_var: float!, value: float)
transfer_em_float_float_float

void transfer_limit! (src_var: float!, dst_var: float!, value: float, min: float, max: float)
transfer_limit_em_float_float_float_float_float

float trim (value: float, min: float, max: float)
trim_float_float_float

Assign

void add! (variable: float!, value: float)
add_em_float_float

void add! (variable: vec2!, value: vec2)
add_em_vec2_vec2

void add_limit! (variable: float!, value: float, max: float)
add_limit_em_float_float_float

void and! (variable: bool!, value: bool)
and_em_bool_bool

void bits_clr! (variable: int!, value: int)
bits_clr_em_int_int

void bits_set! (variable: int!, value: int)
bits_set_em_int_int

void copy! (variable: tape!, value: tape)
copy_em_tape_tape

void cycle_limit! (variable: float!, min: float, max: float)
cycle_limit_em_float_float_float

int dec! (variable: int!)
dec_em_int

int dec!get (variable: int!)
dec_emget_int

int inc! (variable: int!)
inc_em_int

int inc!get (variable: int!)
inc_emget_int

void limit! (variable: float!, min: float, max: float)
limit_em_float_float_float

void neg! (variable: float!)
neg_em_float

void not! (variable: bool!)
not_em_bool

bool not_and_set! (variable: bool!)
not_and_set_em_bool

void or! (variable: bool!, value: bool)
or_em_bool_bool

void rev_limit! (variable: float!, min: float, max: float)
rev_limit_em_float_float_float

void set! (variable: Objekt!, value: Objekt)
set_em_Objekt_Objekt

void set! (variable: bool!, value: bool)
set_em_bool_bool

void set! (variable: bool!, value: float)
set_em_bool_float

void set! (variable: bool!, value: int)
set_em_bool_int

void set! (variable: float!, value: float)
set_em_float_float

void set! (variable: float!, value: int)
set_em_float_int

void set! (variable: int!, value: float)
set_em_int_float

void set! (variable: int!, value: int)
set_em_int_int

void set! (variable: mat4!, diagonal: float)
set_em_mat4_float

void set! (variable: mat4!, value: mat4)
set_em_mat4_mat4

void set! (variable: string!, value: string)
set_em_string_string

void set! (variable: tape!, value: tape)
set_em_tape_tape

void set! (variable: vec2!, value: vec2)
set_em_vec2_vec2

void set! (variable: vec3!, value: vec3)
set_em_vec3_vec3

void set_gt! (variable: float!, value: float)
set_gt_em_float_float

void set_lt! (variable: float!, value: float)
set_lt_em_float_float

void sub! (variable: float!, value: float)
sub_em_float_float

void sub_limit! (variable: float!, value: float, min: float)
sub_limit_em_float_float_float

void transfer! (src_var: float!, dst_var: float!, value: float)
transfer_em_float_float_float

void transfer_limit! (src_var: float!, dst_var: float!, value: float, min: float, max: float)
transfer_limit_em_float_float_float_float_float

void xor! (variable: bool!, value: bool)
xor_em_bool_bool

Comparison

bool < (a: float, b: float)

Devuelve {true} si el primer argumento es mayor que el segundo. Si no, devuelve {false}.


bool <= (a: float, b: float)
_lt_eq_float_float

bool <> (a: Objekt, b: Objekt)
_lt_gt_Objekt_Objekt

bool <> (a: float, b: float)
_lt_gt_float_float

bool <> (a: string, b: string)
_lt_gt_string_string

bool <> (a: vec2, b: vec2)
_lt_gt_vec2_vec2

bool <> (a: vec3, b: vec3)
_lt_gt_vec3_vec3

bool = (a: Objekt, b: Objekt)
_eq_Objekt_Objekt

bool = (a: float, b: float)
_eq_float_float

bool = (a: string, b: string)
_eq_string_string

bool = (a: vec2, b: vec2)
_eq_vec2_vec2

bool = (a: vec3, b: vec3)
_eq_vec3_vec3

bool > (a: float, b: float)
_gt_float_float

bool >= (a: float, b: float)
_gt_eq_float_float

void add_limit! (variable: float!, value: float, max: float)
add_limit_em_float_float_float

float add_limit (value: float, delta: float, max: float)
add_limit_float_float_float

bool between (value: float, min: float, max: float)
between_float_float_float

void cycle_limit! (variable: float!, min: float, max: float)
cycle_limit_em_float_float_float

void limit! (variable: float!, min: float, max: float)
limit_em_float_float_float

float limit (value: float, min: float, max: float)
limit_float_float_float

void rev_limit! (variable: float!, min: float, max: float)
rev_limit_em_float_float_float

void sub_limit! (variable: float!, value: float, min: float)
sub_limit_em_float_float_float

float sub_limit (value: float, delta: float, min: float)
sub_limit_float_float_float

float trim (value: float, min: float, max: float)
trim_float_float_float

Condition

obj cond? (test: bool, if_true: Objekt, if_false: Objekt)
cond_qm_bool_Objekt_Objekt

float cond? (test: bool, if_true: float, if_false: float)
cond_qm_bool_float_float

string cond? (test: bool, value_true: string, value_false: string)
cond_qm_bool_string_string

int icond? (test: bool, if_true: int, if_false: int)
icond_qm_bool_int_int

void if_then (test: bool, expr_true: void)
if_then_bool_void

void if_then_else (test: bool, expr_true: void, expr_false: void)
if_then_else_bool_void_void

Constants

float _1/PI
_1_divPI

float _2/PI
_2_divPI

float _2/SQRT_PI
_2_divSQRT_PI

float _2PI
_2PI

float _E
_E

float _LN10
_LN10

float _LN2
_LN2

float _LOG_10E
_LOG_10E

float _LOG_2E
_LOG_2E

float _PI
_PI

float _PI/2
_PI_div2

float _PI/4
_PI_div4

float _SQRT_1/2
_SQRT_1_div2

float _SQRT_2
_SQRT_2

Context

obj CONFIG (name: string)
CONFIG_string

obj _CONFIG
_CONFIG

obj _DISPLAYED
_DISPLAYED

string _ENGINE_VERSION
_ENGINE_VERSION

obj _ITERATION
_ITERATION

obj _JOINT
_JOINT

obj _OWNER
_OWNER

obj _PACKAGE
_PACKAGE

obj _PARENT_DISPLAYED
_PARENT_DISPLAYED

obj _SCENE
_SCENE

obj _SCENE_GROUP
_SCENE_GROUP

obj _SCOPE
_SCOPE

obj _SIGNAL
_SIGNAL

obj _WORLD
_WORLD

obj _WORLD_WIDGET
_WORLD_WIDGET

void cache_reset
cache_reset

bool invalidHandle (handle: int)
invalidHandle_int

obj participant (label: int)
participant_int

obj scene (number: int)
scene_int

Debug

void dump (value: Objekt)
dump_Objekt

void trace (data: vbuf!)
trace_vbuf

void trace (list: objlist!)
trace_objlist

void trace (value: Objekt)
trace_Objekt

void trace (value: bool)
trace_bool

void trace (value: float)
trace_float

void trace (value: int)
trace_int

void trace (value: mat4)
trace_mat4

void trace (value: string)
trace_string

void trace (value: vec2)
trace_vec2

void trace (value: vec3)
trace_vec3

void trace (value: vec4)
trace_vec4

Events

float _axis (axis: int)
_axis_int

float _axisb (axis: int, threshold: float)
_axisb_int_float

int _buttons
_buttons

int _tbuttons (buttons_mask: int)
_tbuttons_int

float axis (gpad: int, axis: int)
axis_int_int

int axis_raw (gpad: int, axis: int)
axis_raw_int_int

float axisb (gpad: int, axis: int, threshold: float)
axisb_int_int_float

int buttons (gpad: int)
buttons_int

void launchURL (url: string)
launchURL_string

void sendMessage (to: Actor, msg_id: int)
sendMessage_Actor_int

void sendMessage (to: Actor, msg_id: int, num_arg: float)
sendMessage_Actor_int_float

void sendMessage (to: Actor, msg_id: int, obj_arg: Data)
sendMessage_Actor_int_Data

int tbuttons (gpad: int, buttons_mask: int)
tbuttons_int_int

Graphic

int _FILTER_VIEW
_FILTER_VIEW

mat4 _MATRIX_VIEW
_MATRIX_VIEW

int _VEIL_VIEW
_VEIL_VIEW

void drawArrays (shader: ShaderObjekt, first: int, count: int)
drawArrays_ShaderObjekt_int_int

void drawArraysFan (shader: ShaderObjekt, first: int, count: int)
drawArraysFan_ShaderObjekt_int_int

void drawArraysStrip (shader: ShaderObjekt, first: int, count: int)
drawArraysStrip_ShaderObjekt_int_int

void drawBox (p0: vec2, p1: vec2, color: int)
drawBox_vec2_vec2_int

void drawImage (img: ImageObjekt)
drawImage_ImageObjekt

void drawTriFan (vertices: vbuf!, color: int)
drawTriFan_vbuf_int

void drawTriStrip (vertices: vbuf!, color: int)
drawTriStrip_vbuf_int

void drawTriangles (vertices: vbuf!, color: int)
drawTriangles_vbuf_int

bool imgtr (img_obj: Objekt)
imgtr_Objekt

void imgtr_addAlpha (img_obj: Objekt, alpha: float)
imgtr_addAlpha_Objekt_float

void imgtr_addFilter (img_obj: Objekt, filter_color: vec3)
imgtr_addFilter_Objekt_vec3

void imgtr_addVeil (img_obj: Objekt, veil_color: vec3)
imgtr_addVeil_Objekt_vec3

float imgtr_alpha (img_obj: Objekt)
imgtr_alpha_Objekt

void imgtr_rotate (img_obj: Objekt, angle: float)
imgtr_rotate_Objekt_float

void imgtr_scale (img_obj: Objekt, scale: vec2)
imgtr_scale_Objekt_vec2

void imgtr_setAlpha (img_obj: Objekt, alpha: float)
imgtr_setAlpha_Objekt_float

void imgtr_setFilter (img_obj: Objekt, filter_color: vec3)
imgtr_setFilter_Objekt_vec3

void imgtr_setPosition (img_obj: Objekt, position: vec2)
imgtr_setPosition_Objekt_vec2

void imgtr_setRotation (img_obj: Objekt, angle: float)
imgtr_setRotation_Objekt_float

void imgtr_setScale (img_obj: Objekt, scale: vec2)
imgtr_setScale_Objekt_vec2

void imgtr_setVeil (img_obj: Objekt, veil_color: vec3)
imgtr_setVeil_Objekt_vec3

void imgtr_translate (img_obj: Objekt, translation: vec2)
imgtr_translate_Objekt_vec2

obj picture (animatable: Objekt)
picture_Objekt

int psys_count (psys_obj: Objekt)
psys_count_Objekt

void set_display_vh (lines: int)
set_display_vh_int

Iteration

void find (container: Objekt, iter_expr: bool)
find_Objekt_bool

void for_each! (current: Objekt!, container: Objekt, expr: void)
for_each_em_Objekt_Objekt_void

void for_range! (counter: int!, from: int, to: int, expr: void)
for_range_em_int_int_int_void

void iterate (container: Objekt, iter_expr: void)
iterate_Objekt_void

Logical

void and! (variable: bool!, value: bool)
and_em_bool_bool

bool and (a: bool, b: bool)
and_bool_bool

int bit (index: int)
bit_int

int bit_and (a: int, b: int)
bit_and_int_int

int bit_not (int)
bit_not_int

int bit_or (a: int, b: int)
bit_or_int_int

int bit_xor (a: int, b: int)
bit_xor_int_int

void bits_clr! (variable: int!, value: int)
bits_clr_em_int_int

void bits_set! (variable: int!, value: int)
bits_set_em_int_int

vec2 cond? (test: bool, if_true: vec2, if_false: vec2)
cond_qm_bool_vec2_vec2

vec3 cond? (test: bool, if_true: vec3, if_false: vec3)
cond_qm_bool_vec3_vec3

void not! (variable: bool!)
not_em_bool

bool not (bool)
not_bool

bool not_and_set! (variable: bool!)
not_and_set_em_bool

void or! (variable: bool!, value: bool)
or_em_bool_bool

bool or (a: bool, b: bool)
or_bool_bool

void xor! (variable: bool!, value: bool)
xor_em_bool_bool

bool xor (a: bool, b: bool)
xor_bool_bool

Matrix

void *! (A_var: mat4!, B: mat4)
_mul_em_mat4_mat4

void *! (variable: vec3!, transform: mat4)
_mul_em_vec3_mat4

vec3 * (vertex: vec3, transform: mat4)
_mul_vec3_mat4

void _rotate! (angle: float, direction: vec3)
_rotate_em_float_vec3

void _scale! (scale: vec3)
_scale_em_vec3

void _translate! (translation: vec3)
_translate_em_vec3

void rotate! (variable: mat4!, angle: float, axis: vec3)
rotate_em_mat4_float_vec3

void scale! (variable: mat4!, scale: vec3)
scale_em_mat4_vec3

void set! (variable: mat4!, diagonal: float)
set_em_mat4_float

void set*! (variable: mat4!, A: mat4, B: mat4)
set_mul_em_mat4_mat4_mat4

void translate! (variable: mat4!, translation: vec3)
translate_em_mat4_vec3

ObjList

void append! (list: objlist!, obj: Objekt)
append_em_objlist_Objekt

obj at (list: objlist!, index: int)
at_objlist_int

void clear! (list: objlist!)
clear_em_objlist

int contains (list: objlist!, obj: Objekt)
contains_objlist_Objekt

int count (list: objlist!, obj: Objekt)
count_objlist_Objekt

void for_each (list: objlist!, cur_obj: Objekt!, bool_expr: bool)
for_each_objlist_Objekt_bool

int index (list: objlist!, obj: Objekt)
index_objlist_Objekt

void insert_at! (list: objlist!, index: int, obj: Objekt)
insert_at_em_objlist_int_Objekt

obj last (list: objlist!)
last_objlist

int length (list: objlist!)
length_objlist

void move! (list: objlist!, dst_index: int, src_index: int)
move_em_objlist_int_int

void remove! (list: objlist!, index: int)
remove_em_objlist_int

void remove! (list: objlist!, obj: Objekt)
remove_em_objlist_Objekt

void remove_last! (list: objlist!)
remove_last_em_objlist

void set_at! (list: objlist!, index: int, obj: Objekt)
set_at_em_objlist_int_Objekt

void swap! (list: objlist!, index1: int, index2: int)
swap_em_objlist_int_int

Text

bool <> (a: string, b: string)
_lt_gt_string_string

bool = (a: string, b: string)
_eq_string_string

string cat (text1: string, text1: string)
cat_string_string

string cond? (test: bool, value_true: string, value_false: string)
cond_qm_bool_string_string

bool empty (string)
empty_string

int length (string)
length_string

bool not_empty (string)
not_empty_string

void set! (variable: string!, value: string)
set_em_string_string

string substr (text: string, start: int, count: int)
substr_string_int_int

Time

float dt2date (datetime: float)
dt2date_float

float dt2time (datetime: float)
dt2time_float

Trigonometry

float atan2 (y: float, x: float)
atan2_float_float

float cos (angle: float)
cos_float

float sin (angle: float)
sin_float

float tan (angle: float)
tan_float

VBuf

void clear! (data: vbuf!)
clear_em_vbuf

int columns (data: vbuf!)
columns_vbuf

void drop! (data: vbuf!, index: int)
drop_em_vbuf_int

float float (data: vbuf!, row: int)
float_vbuf_int

float float (data: vbuf!, row: int, column: int)
float_vbuf_int_int

bool has (data: vbuf!, value: int)
has_vbuf_int

void insert! (data: vbuf!, row: int, value: float)
insert_em_vbuf_int_float

void insert! (data: vbuf!, row: int, value: vec2)
insert_em_vbuf_int_vec2

void insert! (data: vbuf!, row: int, value: vec3)
insert_em_vbuf_int_vec3

void pop! (data: vbuf!)
pop_em_vbuf

void push! (data: vbuf!, value: float)
push_em_vbuf_float

void push! (data: vbuf!, value: mat4)
push_em_vbuf_mat4

void push! (data: vbuf!, value: vec2)
push_em_vbuf_vec2

void push! (data: vbuf!, value: vec3)
push_em_vbuf_vec3

void reset! (data: vbuf!, format: string, size: int)
reset_em_vbuf_string_int

void resize! (data: vbuf!, size: int)
resize_em_vbuf_int

int rows (data: vbuf!)
rows_vbuf

void set_float! (data: vbuf!, row: int, column: int, value: float)
set_float_em_vbuf_int_int_float

void set_row! (data: vbuf!, row: int, value: float)
set_row_em_vbuf_int_float

void set_row! (data: vbuf!, row: int, value: vec2)
set_row_em_vbuf_int_vec2

void set_row! (data: vbuf!, row: int, value: vec3)
set_row_em_vbuf_int_vec3

void set_top! (data: vbuf!, value: float)
set_top_em_vbuf_float

void set_top! (data: vbuf!, value: vec2)
set_top_em_vbuf_vec2

void set_top! (data: vbuf!, value: vec3)
set_top_em_vbuf_vec3

void set_vec2! (data: vbuf!, row: int, column: int, value: vec2)
set_vec2_em_vbuf_int_int_vec2

void set_vec3! (data: vbuf!, row: int, column: int, value: vec3)
set_vec3_em_vbuf_int_int_vec3

vec2 vec2 (data: vbuf!, row: int)
vec2_vbuf_int

vec2 vec2 (data: vbuf!, row: int, column: int)
vec2_vbuf_int_int

vec3 vec3 (data: vbuf!, row: int)
vec3_vbuf_int

vec3 vec3 (data: vbuf!, row: int, column: int)
vec3_vbuf_int_int

Vector

vec2 * (a: vec2, b: vec2)
_mul_vec2_vec2

vec3 * (a: vec3, b: float)
_mul_vec3_float

vec3 * (a: vec3, b: vec3)
_mul_vec3_vec3

vec2 * (v: vec2, s: float)
_mul_vec2_float

vec3 ** (a: vec3, b: vec3)
_mul_mul_vec3_vec3

float *. (a: vec2, b: vec2)
_mul_pt_vec2_vec2

float *. (a: vec3, b: vec3)
_mul_pt_vec3_vec3

vec2 + (a: vec2, b: vec2)
_add_vec2_vec2

vec3 + (a: vec3, b: vec3)
_add_vec3_vec3

vec2 - (a: vec2, b: vec2)
_sub_vec2_vec2

vec3 - (a: vec3, b: vec3)
_sub_vec3_vec3

vec3 / (a: vec3, b: float)
_div_vec3_float

vec2 / (v: vec2, s: float)
_div_vec2_float

bool <> (a: vec2, b: vec2)
_lt_gt_vec2_vec2

bool <> (a: vec3, b: vec3)
_lt_gt_vec3_vec3

bool = (a: vec2, b: vec2)
_eq_vec2_vec2

bool = (a: vec3, b: vec3)
_eq_vec3_vec3

void add! (variable: vec2!, value: vec2)
add_em_vec2_vec2

float angle (vec2)

Ángulo de la línea definida por un vector de dos dimensiones.


float distance (from: vec2, to: vec2)
distance_vec2_vec2

float distance (from: vec3, to: vec3)
distance_vec3_vec3

vec2 from_polar (angle: float, lenght: float)
from_polar_float_float

float length (vec2)
length_vec2

float length (vec3)
length_vec3

vec2 polar (vec2)
polar_vec2

vec2 rotate (v: vec2, s: float)
rotate_vec2_float

void set! (variable: mat4!, value: mat4)
set_em_mat4_mat4

void set! (variable: vec2!, value: vec2)
set_em_vec2_vec2

void set! (variable: vec3!, value: vec3)
set_em_vec3_vec3

vec2 unity (vec2)
unity_vec2

vec3 unity (vec3)
unity_vec3

vec2 vec2 (x: float, y: float)
vec2_float_float

vec3 vec3 (x: float, y: float, z: float)
vec3_float_float_float

float x (vec2)
x_vec2

float x (vec3)
x_vec3

float y (vec2)
y_vec2

float y (vec3)
y_vec3

float z (vec3)
z_vec3

 
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(C) Paco Suárez (pacosu@xitai,es). 2020.
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