| Tabla de contenidos
| Lenguaje de programación Xitai-L
|
Funciones globales
Relación de funciones y variables globales para usar en expresiones.
Arithmetic
- float * (float, float)
-
_mul_float_float
- float + (float, float)
-
Suma de dos números.
- float - (float, float)
-
_sub_float_float
- float / (float, 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 (float, float, float)
-
add_limit_float_float_float
- void cycle_limit! (variable: float!, min: float, max: float)
-
cycle_limit_em_float_float_float
- int dec! (int!)
-
dec_em_int
- int dec!get (int!)
-
dec_emget_int
- bool even (int)
-
even_int
- int inc! (int!)
-
inc_em_int
- int inc!get (int!)
-
inc_emget_int
- float limit (float, float, float)
-
limit_float_float_float
- float max (float, float)
-
max_float_float
- float min (float, float)
-
min_float_float
- void neg! (variable: float!)
-
neg_em_float
- float neg (float)
-
neg_float
- bool odd (int)
-
odd_int
- float pow (float, float)
-
pow_float_float
- float rand (float, float)
-
rand_float_float
- void randomize (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 (float, float, 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 (float, float, 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! (int!)
-
dec_em_int
- int dec!get (int!)
-
dec_emget_int
- int inc! (int!)
-
inc_em_int
- int inc!get (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! (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 < (float, float)
-
Devuelve {true} si el primer argumento es mayor que el segundo. Si no, devuelve {false}.
- bool <= (float, float)
-
_lt_eq_float_float
- bool <> (Objekt, Objekt)
-
_lt_gt_Objekt_Objekt
- bool <> (float, float)
-
_lt_gt_float_float
- bool <> (string, string)
-
_lt_gt_string_string
- bool <> (vec2, vec2)
-
_lt_gt_vec2_vec2
- bool <> (vec3, vec3)
-
_lt_gt_vec3_vec3
- bool = (Objekt, Objekt)
-
_eq_Objekt_Objekt
- bool = (float, float)
-
_eq_float_float
- bool = (string, string)
-
_eq_string_string
- bool = (vec2, vec2)
-
_eq_vec2_vec2
- bool = (vec3, vec3)
-
_eq_vec3_vec3
- bool > (float, float)
-
_gt_float_float
- bool >= (float, float)
-
_gt_eq_float_float
- void add_limit! (variable: float!, value: float, max: float)
-
add_limit_em_float_float_float
- float add_limit (float, float, float)
-
add_limit_float_float_float
- bool between (float, float, 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 (float, float, 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 (float, float, float)
-
sub_limit_float_float_float
- float trim (float, float, float)
-
trim_float_float_float
Condition
- obj cond? (bool, Objekt, Objekt)
-
cond_qm_bool_Objekt_Objekt
- float cond? (bool, float, float)
-
cond_qm_bool_float_float
- string cond? (test: bool, value_true: string, value_false: string)
-
cond_qm_bool_string_string
- int icond? (bool, int, int)
-
icond_qm_bool_int_int
- void if_then (bool, void)
-
if_then_bool_void
- void if_then_else (bool, void, 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 (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 (int)
-
invalidHandle_int
- obj participant (int)
-
participant_int
- obj scene (int)
-
scene_int
Debug
- void dump (Objekt)
-
dump_Objekt
- void trace (Objekt)
-
trace_Objekt
- void trace (bool)
-
trace_bool
- void trace (float)
-
trace_float
- void trace (int)
-
trace_int
- void trace (mat4)
-
trace_mat4
- void trace (objlist!)
-
trace_objlist
- void trace (string)
-
trace_string
- void trace (vbuf!)
-
trace_vbuf
- void trace (vec2)
-
trace_vec2
- void trace (vec3)
-
trace_vec3
- void trace (vec4)
-
trace_vec4
Events
- float _axis (int)
-
_axis_int
- float _axisb (int)
-
_axisb_int
- int _buttons
-
_buttons
- int _tbuttons (int)
-
_tbuttons_int
- float axis (int, int)
-
axis_int_int
- int axis_raw (int, int)
-
axis_raw_int_int
- float axisb (int, int)
-
axisb_int_int
- int buttons (int)
-
buttons_int
- void launchURL (string)
-
launchURL_string
- void sendMessage (Actor, int)
-
sendMessage_Actor_int
- void sendMessage (Actor, int, Data)
-
sendMessage_Actor_int_Data
- void sendMessage (Actor, int, float)
-
sendMessage_Actor_int_float
- int tbuttons (int, int)
-
tbuttons_int_int
Graphic
- int _FILTER_VIEW
-
_FILTER_VIEW
- mat4 _MATRIX_VIEW
-
_MATRIX_VIEW
- int _VEIL_VIEW
-
_VEIL_VIEW
- void drawArrays (ShaderObjekt, int, int)
-
drawArrays_ShaderObjekt_int_int
- void drawArraysFan (ShaderObjekt, int, int)
-
drawArraysFan_ShaderObjekt_int_int
- void drawArraysStrip (ShaderObjekt, int, int)
-
drawArraysStrip_ShaderObjekt_int_int
- void drawBox (vec2, vec2, int)
-
drawBox_vec2_vec2_int
- void drawImage (ImageObjekt)
-
drawImage_ImageObjekt
- void drawTriFan (vbuf!, int)
-
drawTriFan_vbuf_int
- void drawTriStrip (vbuf!, int)
-
drawTriStrip_vbuf_int
- void drawTriangles (vbuf!, int)
-
drawTriangles_vbuf_int
- bool imgtr (Objekt)
-
imgtr_Objekt
- void imgtr_addAlpha (Objekt, float)
-
imgtr_addAlpha_Objekt_float
- void imgtr_addFilter (Objekt, vec3)
-
imgtr_addFilter_Objekt_vec3
- void imgtr_addVeil (Objekt, vec3)
-
imgtr_addVeil_Objekt_vec3
- float imgtr_alpha (Objekt)
-
imgtr_alpha_Objekt
- void imgtr_rotate (Objekt, float)
-
imgtr_rotate_Objekt_float
- void imgtr_scale (Objekt, vec2)
-
imgtr_scale_Objekt_vec2
- void imgtr_setAlpha (Objekt, float)
-
imgtr_setAlpha_Objekt_float
- void imgtr_setFilter (Objekt, vec3)
-
imgtr_setFilter_Objekt_vec3
- void imgtr_setPosition (Objekt, vec2)
-
imgtr_setPosition_Objekt_vec2
- void imgtr_setRotation (Objekt, float)
-
imgtr_setRotation_Objekt_float
- void imgtr_setScale (Objekt, vec2)
-
imgtr_setScale_Objekt_vec2
- void imgtr_setVeil (Objekt, vec3)
-
imgtr_setVeil_Objekt_vec3
- void imgtr_translate (Objekt, vec2)
-
imgtr_translate_Objekt_vec2
- obj picture (Objekt)
-
picture_Objekt
- void set_display_vh (int)
-
set_display_vh_int
Iteration
- void find (Objekt, 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 (Objekt, void)
-
iterate_Objekt_void
Logical
- void and! (variable: bool!, value: bool)
-
and_em_bool_bool
- bool and (bool, bool)
-
and_bool_bool
- int bit (int)
-
bit_int
- int bit_and (int, int)
-
bit_and_int_int
- int bit_not (int)
-
bit_not_int
- int bit_or (int, int)
-
bit_or_int_int
- int bit_xor (int, 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? (bool, vec2, vec2)
-
cond_qm_bool_vec2_vec2
- vec3 cond? (bool, vec3, vec3)
-
cond_qm_bool_vec3_vec3
- void not! (variable: bool!)
-
not_em_bool
- bool not (bool)
-
not_bool
- bool not_and_set! (bool!)
-
not_and_set_em_bool
- void or! (variable: bool!, value: bool)
-
or_em_bool_bool
- bool or (bool, bool)
-
or_bool_bool
- void xor! (variable: bool!, value: bool)
-
xor_em_bool_bool
- bool xor (bool, 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 * (vec3, mat4)
-
_mul_vec3_mat4
- void _rotate! (float, vec3)
-
_rotate_em_float_vec3
- void _scale! (vec3)
-
_scale_em_vec3
- void _translate! (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! (objlist!, Objekt)
-
append_em_objlist_Objekt
- obj at (objlist!, int)
-
at_objlist_int
- void clear! (list: objlist!)
-
clear_em_objlist
- int contains (objlist!, Objekt)
-
contains_objlist_Objekt
- int count (objlist!, Objekt)
-
count_objlist_Objekt
- void for_each (objlist!, Objekt!, bool)
-
for_each_objlist_Objekt_bool
- int index (objlist!, Objekt)
-
index_objlist_Objekt
- void insert_at! (objlist!, int, Objekt)
-
insert_at_em_objlist_int_Objekt
- obj last (objlist!)
-
last_objlist
- int length (objlist!)
-
length_objlist
- void move! (objlist!, int, int)
-
move_em_objlist_int_int
- void remove! (objlist!, Objekt)
-
remove_em_objlist_Objekt
- void remove! (objlist!, int)
-
remove_em_objlist_int
- void remove_last! (objlist!)
-
remove_last_em_objlist
- void set_at! (objlist!, int, Objekt)
-
set_at_em_objlist_int_Objekt
- void swap! (objlist!, int, int)
-
swap_em_objlist_int_int
Text
- bool <> (string, string)
-
_lt_gt_string_string
- bool = (string, 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 (float)
-
dt2date_float
- float dt2time (float)
-
dt2time_float
Trigonometry
- float atan2 (float, float)
-
atan2_float_float
- float cos (float)
-
cos_float
- float sin (float)
-
sin_float
- float tan (float)
-
tan_float
VBuf
- void clear! (data: vbuf!)
-
clear_em_vbuf
- int columns (vbuf!)
-
columns_vbuf
- void drop! (data: vbuf!, index: int)
-
drop_em_vbuf_int
- float float (vbuf!, int)
-
float_vbuf_int
- float float (vbuf!, int, int)
-
float_vbuf_int_int
- bool has (vbuf!, 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 (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 (vbuf!, int)
-
vec2_vbuf_int
- vec2 vec2 (vbuf!, int, int)
-
vec2_vbuf_int_int
- vec3 vec3 (vbuf!, int)
-
vec3_vbuf_int
- vec3 vec3 (vbuf!, int, int)
-
vec3_vbuf_int_int
Vector
- vec2 * (vec2, float)
-
_mul_vec2_float
- vec2 * (vec2, vec2)
-
_mul_vec2_vec2
- vec3 * (vec3, float)
-
_mul_vec3_float
- vec3 * (vec3, vec3)
-
_mul_vec3_vec3
- vec3 ** (vec3, vec3)
-
_mul_mul_vec3_vec3
- float *. (vec2, vec2)
-
_mul_pt_vec2_vec2
- float *. (vec3, vec3)
-
_mul_pt_vec3_vec3
- vec2 + (vec2, vec2)
-
_add_vec2_vec2
- vec3 + (vec3, vec3)
-
_add_vec3_vec3
- vec2 - (vec2, vec2)
-
_sub_vec2_vec2
- vec3 - (vec3, vec3)
-
_sub_vec3_vec3
- vec2 / (vec2, float)
-
_div_vec2_float
- vec3 / (vec3, float)
-
_div_vec3_float
- bool <> (vec2, vec2)
-
_lt_gt_vec2_vec2
- bool <> (vec3, vec3)
-
_lt_gt_vec3_vec3
- bool = (vec2, vec2)
-
_eq_vec2_vec2
- bool = (vec3, 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 (vec2, vec2)
-
distance_vec2_vec2
- float distance (vec3, vec3)
-
distance_vec3_vec3
- vec2 from_polar (float, float)
-
from_polar_float_float
- float length (vec2)
-
length_vec2
- float length (vec3)
-
length_vec3
- vec2 polar (vec2)
-
polar_vec2
- vec2 rotate (vec2, 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, vec2)
-
unity_vec2_vec2
- vec3 unity (vec3, vec3)
-
unity_vec3_vec3
- vec2 vec2 (float, float)
-
vec2_float_float
- vec3 vec3 (float, float, 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
(C) Paco Suárez (pacosu@xitai,es). 2020.
XITAI