All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.
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@@ -4,17 +4,17 @@ local ray = { { 0.5, 0, 4 }, { 0.1, 0, -1 } }
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local function setupWindow()
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local monitor = 0
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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local winSize = RL_GetScreenSize()
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local mPos = RL.GetMonitorPosition( monitor )
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local mSize = RL.GetMonitorSize( monitor )
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local winSize = RL.GetScreenSize()
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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end
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function ray_collision()
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local rayCol = RL_GetRayCollisionMesh( ray, sphereMesh, RL_MatrixIdentity() )
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local rayCol = RL.GetRayCollisionMesh( ray, sphereMesh, RL.MatrixIdentity() )
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if rayCol ~= nil and rayCol.hit then
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print( "hit", rayCol.hit )
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@@ -24,35 +24,35 @@ function ray_collision()
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end
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end
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function init()
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function RL.init()
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setupWindow()
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { 0, 2, 4 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 1, 0 } )
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RL_SetCameraMode( camera, CAMERA_FREE )
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camera = RL.CreateCamera3D()
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RL.SetCamera3DPosition( camera, { 0, 2, 4 } )
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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RL.SetCameraMode( camera, RL.CAMERA_FREE )
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sphereMesh = RL_GenMeshSphere( 1.0, 8, 10 )
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sphereMesh = RL.GenMeshSphere( 1.0, 8, 10 )
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ray_collision()
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end
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function process( delta )
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if RL_IsMouseButtonPressed( 0 ) then
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ray = RL_GetMouseRay( RL_GetMousePosition(), camera )
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function RL.process( delta )
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if RL.IsMouseButtonPressed( 0 ) then
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ray = RL.GetMouseRay( RL.GetMousePosition(), camera )
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ray_collision()
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end
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end
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function draw()
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RL_ClearBackground( { 100, 150, 100 } )
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RL_UpdateCamera3D( camera )
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RL_BeginMode3D( camera )
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RL_DrawGrid( 8, 1 )
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RL_DrawRay( ray, { 255, 100, 100 } )
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function RL.draw()
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RL.ClearBackground( { 100, 150, 100 } )
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RL.UpdateCamera3D( camera )
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RL_DrawMesh( sphereMesh, 0, RL_MatrixIdentity() )
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RL_EndMode3D()
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RL.BeginMode3D( camera )
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RL.DrawGrid( 8, 1 )
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RL.DrawRay( ray, { 255, 100, 100 } )
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RL.DrawMesh( sphereMesh, 0, RL.MatrixIdentity() )
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RL.EndMode3D()
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end
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