All global variables and functions are not in global RL table. doc_parser creates also ReiLua_API.lua.

This commit is contained in:
jussi
2023-04-06 12:31:37 +03:00
parent 198a74c0aa
commit 2526c9732e
47 changed files with 8730 additions and 3196 deletions

View File

@@ -10,7 +10,7 @@ Color = require( "color" )
To
if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS || action == GLFW_REPEAT))
Now GLFW_REPEAT can be read by "RL_GetKeyPressed".
Now GLFW_REPEAT can be read by "RL.GetKeyPressed".
]]
Gui = {
@@ -39,7 +39,7 @@ Gui = {
RECTANGLE_ROUNDED_LINES = 8,
},
mouseButton = MOUSE_BUTTON_LEFT,
mouseButton = RL.MOUSE_BUTTON_LEFT,
font = 0,
fontSize = 20,
padding = 2,
@@ -114,12 +114,12 @@ function Gui.set2Back( cell )
end
function Gui.process( mousePosition )
local mouseWheel = RL_GetMouseWheelMove()
local mouseWheel = RL.GetMouseWheelMove()
Gui._mousePos = mousePosition
if Gui.heldCallback ~= nil then
if RL_IsMouseButtonDown( Gui.mouseButton ) then
if RL.IsMouseButtonDown( Gui.mouseButton ) then
Gui.heldCallback()
else
Gui.heldCallback = nil
@@ -129,7 +129,7 @@ function Gui.process( mousePosition )
end
local foundFirst = false
-- Go backwards on process check so we trigger the top most ui first and stop there.
for i = #Gui._cells, 1, -1 do
local cell = Gui._cells[i]
@@ -137,11 +137,11 @@ function Gui.process( mousePosition )
if cell ~= nil then
if not foundFirst and cell.isMouseOver ~= nil and cell:isMouseOver( mousePosition ) and not cell.disabled then
-- On clicked.
if RL_IsMouseButtonPressed( Gui.mouseButton ) and cell.onClicked ~= nil then
if RL.IsMouseButtonPressed( Gui.mouseButton ) and cell.onClicked ~= nil then
cell:onClicked()
end
-- On held.
if RL_IsMouseButtonDown( Gui.mouseButton ) and cell.onHeld ~= nil then
if RL.IsMouseButtonDown( Gui.mouseButton ) and cell.onHeld ~= nil then
cell:onHeld()
end
-- Mouse wheel scrolling.
@@ -149,19 +149,19 @@ function Gui.process( mousePosition )
if cell._parent ~= nil and cell._parent.scrollable then
cell = cell._parent
end
if cell.scrollable then
local pos = Vec2:new( cell._scrollRect.x, cell._scrollRect.y )
local scrollVec = Vec2:new( 0, cell.scrollAmount * mouseWheel )
if RL_IsKeyDown( KEY_LEFT_SHIFT ) then
if RL.IsKeyDown( RL.KEY_LEFT_SHIFT ) then
scrollVec = Vec2:new( cell.scrollAmount * mouseWheel, 0 )
end
cell:scroll( pos - scrollVec )
end
end
foundFirst = true
elseif cell.notMouseOver ~= nil then
cell:notMouseOver()
@@ -172,7 +172,7 @@ function Gui.process( mousePosition )
-- Text input.
if Gui._inputItem ~= nil then
repeat
local char = RL_GetCharPressed()
local char = RL.GetCharPressed()
if 0 < char then
if utf8.len( Gui._inputItem.text ) < Gui._inputItem.maxTextLen then
@@ -183,24 +183,24 @@ function Gui.process( mousePosition )
until char == 0
repeat
local key = RL_GetKeyPressed()
local key = RL.GetKeyPressed()
if 0 < key then
if key == KEY_BACKSPACE then
if key == RL.KEY_BACKSPACE then
Gui._inputItem.text = util.utf8Sub( Gui._inputItem.text, 0, utf8.len( Gui._inputItem.text ) - 1 )
elseif key == KEY_ENTER or key == KEY_KP_ENTER then
elseif key == RL.KEY_ENTER or key == RL.KEY_KP_ENTER then
if Gui._inputItem.allowLineBreak then
Gui._inputItem.text = Gui._inputItem.text.."\n"
else
Gui.inputUnfocus()
end
elseif key == KEY_ESCAPE then
elseif key == RL.KEY_ESCAPE then
Gui.inputUnfocus()
end
end
until key == 0
if readyToUnfocusInput and RL_IsMouseButtonPressed( Gui.mouseButton ) then
if readyToUnfocusInput and RL.IsMouseButtonPressed( Gui.mouseButton ) then
Gui.inputUnfocus()
end
@@ -234,7 +234,7 @@ function Text:new( set )
object.text = setProperty( set, "text", "" )
object.fontSize = setProperty( set, "fontSize", Gui.fontSize )
object.spacing = setProperty( set, "spacing", Gui.spacing )
object.color = setProperty( set, "color", Color:new( BLACK ) )
object.color = setProperty( set, "color", Color:new( RL.BLACK ) )
object.maxTextLen = setProperty( set, "maxTextLen", nil )
object.allowLineBreak = setProperty( set, "allowLineBreak", false )
@@ -253,7 +253,7 @@ function Text:set( text )
self.text = text
end
local textSize = Vec2:new( RL_MeasureText( self.font, self.text, self.fontSize, self.spacing ) )
local textSize = Vec2:new( RL.MeasureText( self.font, self.text, self.fontSize, self.spacing ) )
self.bounds.width = textSize.x
self.bounds.height = textSize.y
@@ -264,7 +264,7 @@ function Text:draw()
return
end
RL_DrawText( self.font, self.text, { self._parent.bounds.x + self.bounds.x, self._parent.bounds.y + self.bounds.y }, self.fontSize, self.spacing, self.color )
RL.DrawText( self.font, self.text, { self._parent.bounds.x + self.bounds.x, self._parent.bounds.y + self.bounds.y }, self.fontSize, self.spacing, self.color )
end
-- Texture.
@@ -283,7 +283,7 @@ function Texture:new( set )
object.source = setProperty( set, "source", Rect:new( 0, 0, 0, 0 ) )
object.origin = setProperty( set, "origin", Vec2:new( 0, 0 ) )
object.rotation = setProperty( set, "rotation", 0 )
object.color = setProperty( set, "color", Color:new( WHITE ) )
object.color = setProperty( set, "color", Color:new( RL.WHITE ) )
object.nPatchInfo = setProperty( set, "nPatchInfo", nil )
object.visible = setProperty( set, "visible", true )
@@ -299,7 +299,7 @@ function Texture:set( texture )
return
end
local texSize = Vec2:new( RL_GetTextureSize( texture ) )
local texSize = Vec2:new( RL.GetTextureSize( texture ) )
if self.bounds.width == 0 or self.bounds.height == 0 then
self.bounds.width = texSize.x
@@ -326,9 +326,9 @@ function Texture:draw()
}
if self.nPatchInfo ~= nil then
RL_DrawTextureNPatch( self.texture, self.nPatchInfo, dst, self.origin, self.rotation, self.color )
RL.DrawTextureNPatch( self.texture, self.nPatchInfo, dst, self.origin, self.rotation, self.color )
else
RL_DrawTexturePro( self.texture, self.source, dst, self.origin, self.rotation, self.color )
RL.DrawTexturePro( self.texture, self.source, dst, self.origin, self.rotation, self.color )
end
end
@@ -359,7 +359,7 @@ function Shape:new( set )
object.roundness = setProperty( set, "roundness", 1 )
object.segments = setProperty( set, "segments", 4 )
object.color = setProperty( set, "color", Color:new( WHITE ) )
object.color = setProperty( set, "color", Color:new( RL.WHITE ) )
object.visible = setProperty( set, "visible", true )
object._parent = nil
@@ -392,23 +392,23 @@ function Shape:draw()
local pos = Vec2:new( self._parent.bounds.x, self._parent.bounds.y )
if self.shape == Gui.SHAPE.LINE then
RL_DrawLine( self.startPos + pos, self.endPos + pos, self.thickness, self.color )
RL.DrawLine( self.startPos + pos, self.endPos + pos, self.thickness, self.color )
elseif self.shape == Gui.SHAPE.CIRCLE then
RL_DrawCircle( self.center + pos, self.radius, self.color )
RL.DrawCircle( self.center + pos, self.radius, self.color )
elseif self.shape == Gui.SHAPE.CIRCLE_LINES then
RL_DrawCircleLines( self.center + pos, self.radius, self.color )
RL.DrawCircleLines( self.center + pos, self.radius, self.color )
elseif self.shape == Gui.SHAPE.ELLIPSE then
RL_DrawEllipse( self.center + pos, self.radiusH, self.radiusV, self.color )
RL.DrawEllipse( self.center + pos, self.radiusH, self.radiusV, self.color )
elseif self.shape == Gui.SHAPE.ELLIPSE_LINES then
RL_DrawEllipseLines( self.center + pos, self.radiusH, self.radiusV, self.color )
RL.DrawEllipseLines( self.center + pos, self.radiusH, self.radiusV, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE then
RL_DrawRectangle( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
RL.DrawRectangle( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_LINES then
RL_DrawRectangleLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
RL.DrawRectangleLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_ROUNDED then
RL_DrawRectangleRounded( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.color )
RL.DrawRectangleRounded( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.color )
elseif self.shape == Gui.SHAPE.RECTANGLE_ROUNDED_LINES then
RL_DrawRectangleRoundedLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.thickness, self.color )
RL.DrawRectangleRoundedLines( { self.bounds.x + pos.x, self.bounds.y + pos.y, self.bounds.width, self.bounds.height }, self.roundness, self.segments, self.thickness, self.color )
end
end
@@ -428,10 +428,10 @@ function Element:new( set )
object.visible = setProperty( set, "visible", true )
object.disabled = setProperty( set, "disabled", false )
object.drawBounds = setProperty( set, "drawBounds", false )
object.color = setProperty( set, "color", Color:new( GRAY ) )
object.color = setProperty( set, "color", Color:new( RL.GRAY ) )
object.items = {}
object._visibilityBounds = nil
-- Callbacks.
object.onMouseOver = setProperty( set, "onMouseOver", nil )
@@ -481,10 +481,10 @@ function Element:add( item )
end
function Element:isMouseOver( mousePosition )
local over = RL_CheckCollisionPointRec( mousePosition, self.bounds )
local over = RL.CheckCollisionPointRec( mousePosition, self.bounds )
if over and self._visibilityBounds ~= nil then
over = RL_CheckCollisionPointRec( mousePosition, self._visibilityBounds )
over = RL.CheckCollisionPointRec( mousePosition, self._visibilityBounds )
end
if over and self.onMouseOver ~= nil then
@@ -498,7 +498,7 @@ function Element:draw()
local usedScissor = false
if self._visibilityBounds ~= nil then
local rect = Rect:new( RL_GetCollisionRec( self.bounds, self._visibilityBounds ) )
local rect = Rect:new( RL.GetCollisionRec( self.bounds, self._visibilityBounds ) )
-- Use scissor mode only on partyally visible.
if rect.width == 0 and rect.height == 0 then
@@ -506,12 +506,12 @@ function Element:draw()
elseif math.floor( rect.width ) ~= math.floor( self.bounds.width )
or math.floor( rect.height ) ~= math.floor( self.bounds.height ) then
usedScissor = true
RL_BeginScissorMode( self._visibilityBounds )
RL.BeginScissorMode( self._visibilityBounds )
end
end
if self.drawBounds then
RL_DrawRectangle( self.bounds, self.color )
RL.DrawRectangle( self.bounds, self.color )
end
for _, item in ipairs( self.items ) do
@@ -519,7 +519,7 @@ function Element:draw()
end
if usedScissor then
RL_EndScissorMode()
RL.EndScissorMode()
end
end
@@ -557,15 +557,15 @@ function Container:new( set )
object.showScrollbar = setProperty( set, "showScrollbar", false )
object.scrollbarWidth = setProperty( set, "scrollbarWidth", Gui.scrollbarWidth )
object.scrollAmount = setProperty( set, "scrollAmount", Gui.scrollAmount ) -- When using mouse scroll.
object.color = setProperty( set, "color", Color:new( WHITE ) )
object.color = setProperty( set, "color", Color:new( RL.WHITE ) )
object.drawBounds = setProperty( set, "drawBounds", false )
object.drawScrollRect = setProperty( set, "drawScrollRect", false )
-- For grid container. Do not set both.
object.columns = setProperty( set, "columns", nil )
object.rows = setProperty( set, "rows", nil )
object.cells = {}
object._visibilityBounds = nil -- Will give this to it's children.
object._scrollRect = Rect:new( 0, 0, 0, 0 )
object._VScrollbarRect = Rect:new( 0, 0, 0, 0 )
@@ -638,10 +638,10 @@ function Container:mouseScroll( v )
end
function Container:isMouseOver( mousePosition )
local over = RL_CheckCollisionPointRec( mousePosition, self.bounds )
local over = RL.CheckCollisionPointRec( mousePosition, self.bounds )
if over and self._visibilityBounds ~= nil then
over = RL_CheckCollisionPointRec( mousePosition, self._visibilityBounds )
over = RL.CheckCollisionPointRec( mousePosition, self._visibilityBounds )
end
if over and self.onMouseOver ~= nil then
@@ -668,7 +668,7 @@ function Container:updateScrollbar()
self._VScrollbar.visible = false
self._VScrollbar.disabled = true
end
if self.bounds.width < self._scrollRect.width then
self._HScrollbar.bounds.width = self.bounds.width
self._HScrollbar.bounds.height = self.scrollbarWidth
@@ -701,7 +701,7 @@ function Container:update()
self._VScrollbar = Element:new( {
padding = 0,
drawBounds = true,
color = Color:new( GRAY ),
color = Color:new( RL.GRAY ),
onClicked = function() Gui.heldCallback = function() self:mouseScroll( Vec2:new( 0, 1 ) ) end end,
} )
@@ -710,7 +710,7 @@ function Container:update()
VAling = Gui.ALING.NONE,
bounds = Rect:new( 0, 0, 0, 0 ),
shape = Gui.SHAPE.RECTANGLE_ROUNDED,
color = Color:new( LIGHTGRAY ),
color = Color:new( RL.LIGHTGRAY ),
} ) )
end
@@ -718,7 +718,7 @@ function Container:update()
self._HScrollbar = Element:new( {
padding = 0,
drawBounds = true,
color = Color:new( GRAY ),
color = Color:new( RL.GRAY ),
onClicked = function() Gui.heldCallback = function() self:mouseScroll( Vec2:new( 1, 0 ) ) end end,
} )
@@ -727,7 +727,7 @@ function Container:update()
VAling = Gui.ALING.CENTER,
bounds = Rect:new( 0, 0, 0, 0 ),
shape = Gui.SHAPE.RECTANGLE_ROUNDED,
color = Color:new( LIGHTGRAY ),
color = Color:new( RL.LIGHTGRAY ),
} ) )
end
end
@@ -748,7 +748,7 @@ function Container:update()
elseif self.HAling == Gui.ALING.RIGHT then
pos.x = self.bounds.x + self.bounds.width - cell.bounds.width - self.spacing
end
cell.bounds.x = pos.x - self._scrollRect.x
cell.bounds.y = pos.y - self._scrollRect.y
@@ -811,7 +811,7 @@ function Container:delete()
for _, cell in ipairs( self.cells ) do
cell:delete()
end
if self._VScrollbar ~= nil then
Gui.delete( self._VScrollbar )
end
@@ -828,7 +828,7 @@ function Container:set2Top()
for _, cell in ipairs( self.cells ) do
cell:set2Top()
end
if self._VScrollbar ~= nil then
Gui.set2Top( self._VScrollbar )
end
@@ -844,27 +844,27 @@ function Container:set2Back()
if self._HScrollbar ~= nil then
Gui.set2Back( self._HScrollbar )
end
for _, cell in ipairs( self.cells ) do
cell:set2Back()
end
Gui.set2Back( self )
end
function Container:draw()
if self.drawBounds then
RL_DrawRectangle( self.bounds, self.color )
RL.DrawRectangle( self.bounds, self.color )
end
if self.drawScrollRect then
RL_DrawRectangleLines( {
RL.DrawRectangleLines( {
self.bounds.x - self._scrollRect.x,
self.bounds.y - self._scrollRect.y,
self._scrollRect.width,
self._scrollRect.height,
},
RED )
RL.RED )
end
end

View File

@@ -15,7 +15,7 @@ function utillib.deepCopy( orig )
for origKey, origValue in next, orig, nil do
-- If object has clone method, use that.
if type( origValue ) == "table" and type( origValue.clone ) == "function" then
copy[ utillib.deepCopy( origKey ) ] = orig_value:clone()
copy[ utillib.deepCopy( origKey ) ] = origValue:clone()
else
copy[ utillib.deepCopy( origKey ) ] = utillib.deepCopy( origValue )
end
@@ -128,9 +128,9 @@ end
function utillib.wrapAngleRad( angle )
if angle < 0 then
return math.fmod( angle, PI * 2 ) + PI * 2
return math.fmod( angle, RL.PI * 2 ) + RL.PI * 2
else
return math.fmod( angle, PI * 2 )
return math.fmod( angle, RL.PI * 2 )
end
end

View File

@@ -38,7 +38,7 @@ Vector2.meta = {
return len
end,
__eq = function( v1, v2 )
return RL_Vector2Equals( v1, v2 ) == 1
return RL.Vector2Equals( v1, v2 ) == 1
end,
}
@@ -91,79 +91,79 @@ function Vector2:max( v2 )
end
function Vector2:addValue( value )
return Vector2:new( RL_Vector2AddValue( self, value ) )
return Vector2:new( RL.Vector2AddValue( self, value ) )
end
function Vector2:subValue( value )
return Vector2:new( RL_Vector2SubtractValue( self, value ) )
return Vector2:new( RL.Vector2SubtractValue( self, value ) )
end
function Vector2:length()
return RL_Vector2Length( self )
return RL.Vector2Length( self )
end
function Vector2:lengthSqr()
return RL_Vector2LengthSqr( self )
return RL.Vector2LengthSqr( self )
end
function Vector2:dot( v2 )
return RL_Vector2DotProduct( self, v2 )
return RL.Vector2DotProduct( self, v2 )
end
function Vector2:distance( v2 )
return RL_Vector2Distance( self, v2 )
return RL.Vector2Distance( self, v2 )
end
function Vector2:distanceSqr( v2 )
return RL_Vector2DistanceSqr( self, v2 )
return RL.Vector2DistanceSqr( self, v2 )
end
function Vector2:angle( v2 )
return RL_Vector2Angle( self, v2 )
return RL.Vector2Angle( self, v2 )
end
function Vector2:scale( scale )
return Vector2:new( RL_Vector2Scale( self, scale ) )
return Vector2:new( RL.Vector2Scale( self, scale ) )
end
function Vector2:normalize()
return Vector2:new( RL_Vector2Normalize( self ) )
return Vector2:new( RL.Vector2Normalize( self ) )
end
function Vector2:transform( mat )
return Vector2:new( RL_Vector2Transform( self, mat ) )
return Vector2:new( RL.Vector2Transform( self, mat ) )
end
function Vector2:lerp( v2, value )
return Vector2:new( RL_Vector2Lerp( self, v2, value ) )
return Vector2:new( RL.Vector2Lerp( self, v2, value ) )
end
function Vector2:reflect( normal )
return Vector2:new( RL_Vector2Reflect( self, normal ) )
return Vector2:new( RL.Vector2Reflect( self, normal ) )
end
function Vector2:rotate( angle )
return Vector2:new( RL_Vector2Rotate( self, angle ) )
return Vector2:new( RL.Vector2Rotate( self, angle ) )
end
function Vector2:moveTowards( target, maxDistance )
return Vector2:new( RL_Vector2MoveTowards( self, target, maxDistance ) )
return Vector2:new( RL.Vector2MoveTowards( self, target, maxDistance ) )
end
function Vector2:invert()
return Vector2:new( RL_Vector2Invert( self ) )
return Vector2:new( RL.Vector2Invert( self ) )
end
function Vector2:clamp( min, max )
return Vector2:new( RL_Vector2Clamp( self, min, max ) )
return Vector2:new( RL.Vector2Clamp( self, min, max ) )
end
function Vector2:clampValue( min, max )
return Vector2:new( RL_Vector2ClampValue( self, min, max ) )
return Vector2:new( RL.Vector2ClampValue( self, min, max ) )
end
function Vector2:equals( v2 )
return RL_Vector2Equals( self, v2 )
return RL.Vector2Equals( self, v2 )
end
return Vector2

View File

@@ -38,7 +38,7 @@ Vector3.meta = {
return len
end,
__eq = function( v1, v2 )
return RL_Vector3Equals( v1, v2 ) == 1
return RL.Vector3Equals( v1, v2 ) == 1
end,
}
@@ -85,104 +85,104 @@ function Vector3:abs()
end
function Vector3:min( v2 )
return Vector3:new( RL_Vector3Min( self, v2 ) )
return Vector3:new( RL.Vector3Min( self, v2 ) )
end
function Vector3:max( v2 )
return Vector3:new( RL_Vector3Max( self, v2 ) )
return Vector3:new( RL.Vector3Max( self, v2 ) )
end
function Vector3:addValue( value )
return Vector3:new( RL_Vector3AddValue( self, value ) )
return Vector3:new( RL.Vector3AddValue( self, value ) )
end
function Vector3:subValue( value )
return Vector3:new( RL_Vector3SubtractValue( self, value ) )
return Vector3:new( RL.Vector3SubtractValue( self, value ) )
end
function Vector3:scale( scalar )
return Vector3:new( RL_Vector3Scale( self, scalar ) )
return Vector3:new( RL.Vector3Scale( self, scalar ) )
end
function Vector3:cross( v2 )
return Vector3:new( RL_Vector3CrossProduct( self, v2 ) )
return Vector3:new( RL.Vector3CrossProduct( self, v2 ) )
end
function Vector3:perpendicular()
return Vector3:new( RL_Vector3Perpendicular( self ) )
return Vector3:new( RL.Vector3Perpendicular( self ) )
end
function Vector3:length()
return RL_Vector3Length( self )
return RL.Vector3Length( self )
end
function Vector3:lengthSqr()
return RL_Vector3LengthSqr( self )
return RL.Vector3LengthSqr( self )
end
function Vector3:dot( v2 )
return RL_Vector3DotProduct( self, v2 )
return RL.Vector3DotProduct( self, v2 )
end
function Vector3:distance( v2 )
return RL_Vector3Distance( self, v2 )
return RL.Vector3Distance( self, v2 )
end
function Vector3:distanceSqr( v2 )
return RL_Vector3DistanceSqr( self, v2 )
return RL.Vector3DistanceSqr( self, v2 )
end
function Vector3:angle( v2 )
return RL_Vector3Angle( self, v2 )
return RL.Vector3Angle( self, v2 )
end
function Vector3:negate()
return Vector3:new( RL_Vector3Negate( self ) )
return Vector3:new( RL.Vector3Negate( self ) )
end
function Vector3:normalize()
return Vector3:new( RL_Vector3Normalize( self ) )
return Vector3:new( RL.Vector3Normalize( self ) )
end
function Vector3:orthoNormalize( v2 )
local r1, r2 = RL_Vector3OrthoNormalize( self, v2 )
local r1, r2 = RL.Vector3OrthoNormalize( self, v2 )
return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
end
function Vector3:transform( mat )
return Vector3:new( RL_Vector3Transform( self, mat ) )
return Vector3:new( RL.Vector3Transform( self, mat ) )
end
function Vector3:rotateByQuaternion( q )
return Vector3:new( RL_Vector3RotateByQuaternion( self, q ) )
return Vector3:new( RL.Vector3RotateByQuaternion( self, q ) )
end
function Vector3:rotateByAxisAngle( axis, angle )
return Vector3:new( RL_Vector3RotateByAxisAngle( self, axis, angle ) )
return Vector3:new( RL.Vector3RotateByAxisAngle( self, axis, angle ) )
end
function Vector3:lerp( v2, value )
return Vector3:new( RL_Vector3Lerp( self, v2, value ) )
return Vector3:new( RL.Vector3Lerp( self, v2, value ) )
end
function Vector3:reflect( normal )
return Vector3:new( RL_Vector3Reflect( self, normal ) )
return Vector3:new( RL.Vector3Reflect( self, normal ) )
end
function Vector3:invert()
return Vector3:new( RL_Vector3Invert( self ) )
return Vector3:new( RL.Vector3Invert( self ) )
end
function Vector3:clamp( min, max )
return Vector3:new( RL_Vector3Clamp( self, min, max ) )
return Vector3:new( RL.Vector3Clamp( self, min, max ) )
end
function Vector3:clampValue( min, max )
return Vector3:new( RL_Vector3ClampValue( self, min, max ) )
return Vector3:new( RL.Vector3ClampValue( self, min, max ) )
end
function Vector3:equals( v2 )
return RL_Vector3Equals( self, v2 )
return RL.Vector3Equals( self, v2 )
end
return Vector3