Spline functions.
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@@ -1278,7 +1278,7 @@ int lcoreGetRandomValue( lua_State *L ) {
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}
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/*
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> sequence = RL.GetRandomValue( int count, int min, int max )
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> sequence = RL.LoadRandomSequence( int count, int min, int max )
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Load random values sequence, no values repeated
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@@ -1771,6 +1771,23 @@ void luaRegister() {
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assingGlobalFunction( "DrawPoly", lshapesDrawPoly );
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assingGlobalFunction( "DrawPolyLines", lshapesDrawPolyLines );
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assingGlobalFunction( "DrawPolyLinesEx", lshapesDrawPolyLinesEx );
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/* Splines drawing functions. */
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assingGlobalFunction( "DrawSplineLinear", lshapesDrawSplineLinear );
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assingGlobalFunction( "DrawSplineBasis", lshapesDrawSplineBasis );
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assingGlobalFunction( "DrawSplineCatmullRom", lshapesDrawSplineCatmullRom );
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assingGlobalFunction( "DrawSplineBezierQuadratic", lshapesDrawSplineBezierQuadratic );
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assingGlobalFunction( "DrawSplineBezierCubic", lshapesDrawSplineBezierCubic );
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assingGlobalFunction( "DrawSplineSegmentLinear", lshapesDrawSplineSegmentLinear );
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assingGlobalFunction( "DrawSplineSegmentBasis", lshapesDrawSplineSegmentBasis );
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assingGlobalFunction( "DrawSplineSegmentCatmullRom", lshapesDrawSplineSegmentCatmullRom );
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assingGlobalFunction( "DrawSplineSegmentBezierQuadratic", lshapesDrawSplineSegmentBezierQuadratic );
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assingGlobalFunction( "DrawSplineSegmentBezierCubic", lshapesDrawSplineSegmentBezierCubic );
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/* Basic Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]. */
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assingGlobalFunction( "GetSplinePointLinear", lshapesGetSplinePointLinear );
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assingGlobalFunction( "GetSplinePointBasis", lshapesGetSplinePointBasis );
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assingGlobalFunction( "GetSplinePointCatmullRom", lshapesGetSplinePointCatmullRom );
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assingGlobalFunction( "GetSplinePointBezierQuad", lshapesGetSplinePointBezierQuad );
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assingGlobalFunction( "GetSplinePointBezierCubic", lshapesGetSplinePointBezierCubic );
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/* Basic shapes collision detection functions. */
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assingGlobalFunction( "CheckCollisionRecs", lshapesCheckCollisionRecs );
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assingGlobalFunction( "CheckCollisionCircles", lshapesCheckCollisionCircles );
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283
src/shapes.c
283
src/shapes.c
@@ -4,6 +4,17 @@
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#include "lua_core.h"
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#include "textures.h"
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static inline void getVector2Array( lua_State *L, int index, Vector2 points[] ) {
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int t = index, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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points[i] = uluaGetVector2( L, lua_gettop( L ) );
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i++;
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lua_pop( L, 1 );
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}
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}
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/*
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## Shapes - Basic shapes drawing functions
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*/
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@@ -520,6 +531,278 @@ int lshapesDrawPolyLinesEx( lua_State *L ) {
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return 0;
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}
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/*
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## Shapes - Splines drawing functions
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*/
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/*
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> RL.DrawSplineLinear( Vector2{} points, float thick, Color color )
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Draw spline: Linear, minimum 2 points
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*/
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int lshapesDrawSplineLinear( lua_State *L ) {
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int pointCount = uluaGetTableLen( L, 1 );
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Vector2 points[ pointCount ];
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float thick = luaL_checknumber( L, 2 );
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Color color = uluaGetColor( L, 3 );
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getVector2Array( L, 1, points );
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DrawSplineLinear( points, pointCount, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineBasis( Vector2{} points, float thick, Color color )
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Draw spline: B-Spline, minimum 4 points
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*/
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int lshapesDrawSplineBasis( lua_State *L ) {
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int pointCount = uluaGetTableLen( L, 1 );
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Vector2 points[ pointCount ];
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float thick = luaL_checknumber( L, 2 );
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Color color = uluaGetColor( L, 3 );
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getVector2Array( L, 1, points );
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DrawSplineBasis( points, pointCount, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineCatmullRom( Vector2{} points, float thick, Color color )
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Draw spline: Catmull-Rom, minimum 4 points
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*/
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int lshapesDrawSplineCatmullRom( lua_State *L ) {
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int pointCount = uluaGetTableLen( L, 1 );
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Vector2 points[ pointCount ];
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float thick = luaL_checknumber( L, 2 );
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Color color = uluaGetColor( L, 3 );
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getVector2Array( L, 1, points );
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DrawSplineCatmullRom( points, pointCount, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineBezierQuadratic( Vector2{} points, float thick, Color color )
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Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
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*/
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int lshapesDrawSplineBezierQuadratic( lua_State *L ) {
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int pointCount = uluaGetTableLen( L, 1 );
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Vector2 points[ pointCount ];
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float thick = luaL_checknumber( L, 2 );
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Color color = uluaGetColor( L, 3 );
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getVector2Array( L, 1, points );
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DrawSplineBezierQuadratic( points, pointCount, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineBezierCubic( Vector2{} points, float thick, Color color )
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Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
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*/
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int lshapesDrawSplineBezierCubic( lua_State *L ) {
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int pointCount = uluaGetTableLen( L, 1 );
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Vector2 points[ pointCount ];
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float thick = luaL_checknumber( L, 2 );
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Color color = uluaGetColor( L, 3 );
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getVector2Array( L, 1, points );
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DrawSplineBezierCubic( points, pointCount, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineSegmentLinear( Vector2 p1, Vector2 p2, float thick, Color color )
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Draw spline segment: Linear, 2 points
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*/
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int lshapesDrawSplineSegmentLinear( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 p2 = uluaGetVector2( L, 2 );
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float thick = luaL_checknumber( L, 3 );
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Color color = uluaGetColor( L, 4 );
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DrawSplineSegmentLinear( p1, p2, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineSegmentBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )
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Draw spline segment: B-Spline, 4 points
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*/
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int lshapesDrawSplineSegmentBasis( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 p2 = uluaGetVector2( L, 2 );
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Vector2 p3 = uluaGetVector2( L, 3 );
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Vector2 p4 = uluaGetVector2( L, 4 );
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float thick = luaL_checknumber( L, 5 );
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Color color = uluaGetColor( L, 6 );
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DrawSplineSegmentBasis( p1, p2, p3, p4, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineSegmentCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color )
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Draw spline segment: Catmull-Rom, 4 points
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*/
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int lshapesDrawSplineSegmentCatmullRom( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 p2 = uluaGetVector2( L, 2 );
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Vector2 p3 = uluaGetVector2( L, 3 );
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Vector2 p4 = uluaGetVector2( L, 4 );
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float thick = luaL_checknumber( L, 5 );
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Color color = uluaGetColor( L, 6 );
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DrawSplineSegmentCatmullRom( p1, p2, p3, p4, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineSegmentBezierQuadratic( Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color )
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Draw spline segment: Quadratic Bezier, 2 points, 1 control point
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*/
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int lshapesDrawSplineSegmentBezierQuadratic( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 c2 = uluaGetVector2( L, 2 );
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Vector2 p3 = uluaGetVector2( L, 3 );
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float thick = luaL_checknumber( L, 4 );
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Color color = uluaGetColor( L, 5 );
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DrawSplineSegmentBezierQuadratic( p1, c2, p3, thick, color );
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return 0;
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}
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/*
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> RL.DrawSplineSegmentBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color )
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Draw spline segment: Cubic Bezier, 2 points, 2 control points
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*/
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int lshapesDrawSplineSegmentBezierCubic( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 c2 = uluaGetVector2( L, 2 );
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Vector2 c3 = uluaGetVector2( L, 3 );
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Vector2 p4 = uluaGetVector2( L, 4 );
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float thick = luaL_checknumber( L, 5 );
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Color color = uluaGetColor( L, 6 );
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DrawSplineSegmentBezierCubic( p1, c2, c3, p4, thick, color );
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return 0;
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}
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/*
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## Shapes - Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
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*/
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/*
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> point = RL.GetSplinePointLinear( Vector2 startPos, Vector2 endPos, float t )
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Get (evaluate) spline point: Linear
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- Success return Vector2
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*/
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int lshapesGetSplinePointLinear( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 p2 = uluaGetVector2( L, 2 );
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float t = luaL_checknumber( L, 3 );
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uluaPushVector2( L, GetSplinePointLinear( p1, p2, t ) );
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return 1;
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}
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/*
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> point = RL.GetSplinePointBasis( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
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Get (evaluate) spline point: B-Spline
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- Success return Vector2
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*/
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int lshapesGetSplinePointBasis( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 p2 = uluaGetVector2( L, 2 );
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Vector2 p3 = uluaGetVector2( L, 3 );
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Vector2 p4 = uluaGetVector2( L, 4 );
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float t = luaL_checknumber( L, 5 );
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uluaPushVector2( L, GetSplinePointBasis( p1, p2, p3, p4, t ) );
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return 1;
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}
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/*
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> point = RL.GetSplinePointCatmullRom( Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t )
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Get (evaluate) spline point: Catmull-Rom
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- Success return Vector2
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*/
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int lshapesGetSplinePointCatmullRom( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 p2 = uluaGetVector2( L, 2 );
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Vector2 p3 = uluaGetVector2( L, 3 );
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Vector2 p4 = uluaGetVector2( L, 4 );
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float t = luaL_checknumber( L, 5 );
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uluaPushVector2( L, GetSplinePointCatmullRom( p1, p2, p3, p4, t ) );
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return 1;
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}
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/*
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> point = RL.GetSplinePointBezierQuad( Vector2 p1, Vector2 c2, Vector2 p3, float t )
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Get (evaluate) spline point: Quadratic Bezier
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- Success return Vector2
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*/
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int lshapesGetSplinePointBezierQuad( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 c2 = uluaGetVector2( L, 2 );
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Vector2 p3 = uluaGetVector2( L, 3 );
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float t = luaL_checknumber( L, 4 );
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uluaPushVector2( L, GetSplinePointBezierQuad( p1, c2, p3, t ) );
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return 1;
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}
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/*
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> point = RL.GetSplinePointBezierCubic( Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t )
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Get (evaluate) spline point: Cubic Bezier
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- Success return Vector2
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*/
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int lshapesGetSplinePointBezierCubic( lua_State *L ) {
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Vector2 p1 = uluaGetVector2( L, 1 );
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Vector2 c2 = uluaGetVector2( L, 2 );
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Vector2 c3 = uluaGetVector2( L, 3 );
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Vector2 p4 = uluaGetVector2( L, 4 );
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float t = luaL_checknumber( L, 5 );
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uluaPushVector2( L, GetSplinePointBezierCubic( p1, c2, c3, p4, t ) );
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return 1;
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}
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/*
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## Shapes - Basic shapes collision detection functions
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*/
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