Camera3D lib. New camera3D functions.
This commit is contained in:
339
src/core.c
339
src/core.c
@@ -3170,6 +3170,345 @@ int lcoreGetCamera3DProjection( lua_State *L ) {
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return 1;
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}
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/*
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> forward = RL.GetCamera3DForward( camera3D camera )
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Returns the cameras forward vector ( normalized )
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- Failure return nil
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- Success return Vector3
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*/
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int lcoreGetCamera3DForward( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DForward( camera3D camera )" );
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lua_pushnil( L );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushnil( L );
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return 1;
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}
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uluaPushVector3( L, GetCameraForward( state->camera3Ds[ cameraId ] ) );
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return 1;
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}
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/*
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> up = RL.GetCamera3DUpNormalized( camera3D camera )
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Returns the cameras up vector ( normalized )
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Note: The up vector might not be perpendicular to the forward vector
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- Failure return nil
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- Success return Vector3
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*/
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int lcoreGetCamera3DUpNormalized( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DUpNormalized( camera3D camera )" );
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lua_pushnil( L );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushnil( L );
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return 1;
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}
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uluaPushVector3( L, GetCameraUp( state->camera3Ds[ cameraId ] ) );
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return 1;
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}
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/*
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> forward = RL.GetCamera3DRight( camera3D camera )
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Returns the cameras right vector ( normalized )
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- Failure return nil
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- Success return Vector3
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*/
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int lcoreGetCamera3DRight( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DRight( camera3D camera )" );
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lua_pushnil( L );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushnil( L );
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return 1;
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}
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uluaPushVector3( L, GetCameraRight( state->camera3Ds[ cameraId ] ) );
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return 1;
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}
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/*
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> success = RL.Camera3DMoveForward( camera3D camera, float distance, bool moveInWorldPlane )
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Moves the camera in it's forward direction
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- Failure return false
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- Success return true
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*/
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int lcoreCamera3DMoveForward( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DRight( camera3D camera )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float distance = lua_tonumber( L, 2 );
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bool moveInWorldPlane = lua_toboolean( L, 3 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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CameraMoveForward( state->camera3Ds[ cameraId ], distance, moveInWorldPlane );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.Camera3DMoveUp( camera3D camera, float distance )
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Moves the camera in it's up direction
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- Failure return false
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- Success return true
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*/
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int lcoreCamera3DMoveUp( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DMoveUp( camera3D camera, float distance )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float distance = lua_tonumber( L, 2 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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CameraMoveUp( state->camera3Ds[ cameraId ], distance );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane )
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Moves the camera target in it's current right direction
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- Failure return false
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- Success return true
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*/
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int lcoreCamera3DMoveRight( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float distance = lua_tonumber( L, 2 );
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bool moveInWorldPlane = lua_toboolean( L, 3 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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CameraMoveRight( state->camera3Ds[ cameraId ], distance, moveInWorldPlane );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.Camera3DMoveToTarget( camera3D camera, float delta )
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Moves the camera position closer/farther to/from the camera target
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- Failure return false
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- Success return true
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*/
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int lcoreCamera3DMoveToTarget( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DMoveToTarget( camera3D camera, float delta )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float delta = lua_tonumber( L, 2 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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CameraMoveToTarget( state->camera3Ds[ cameraId ], delta );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )
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Rotates the camera around it's up vector
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Yaw is "looking left and right"
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If rotateAroundTarget is false, the camera rotates around it's position
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Note: angle must be provided in radians
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- Failure return false
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- Success return true
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*/
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int lcoreCamera3DYaw( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float delta = lua_tonumber( L, 2 );
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bool rotateAroundTarget = lua_toboolean( L, 3 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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CameraYaw( state->camera3Ds[ cameraId ], delta, rotateAroundTarget );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp )
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Rotates the camera around it's right vector, pitch is "looking up and down"
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- lockView prevents camera overrotation (aka "somersaults")
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- rotateAroundTarget defines if rotation is around target or around it's position
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- rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
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NOTE: angle must be provided in radians
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- Failure return false
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- Success return true
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*/
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int lcoreCamera3DPitch( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_isboolean( L, 3 )
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|| !lua_isboolean( L, 4 ) || !lua_isboolean( L, 5 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float delta = lua_tonumber( L, 2 );
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bool lockView = lua_toboolean( L, 3 );
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bool rotateAroundTarget = lua_toboolean( L, 4 );
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bool rotateUp = lua_toboolean( L, 5 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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CameraPitch( state->camera3Ds[ cameraId ], delta, lockView, rotateAroundTarget, rotateUp );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> success = RL.Camera3DRoll( camera3D camera, float angle )
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Rotates the camera around it's forward vector
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Roll is "turning your head sideways to the left or right"
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Note: angle must be provided in radians
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- Failure return false
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- Success return true
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*/
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int lcoreCamera3DRoll( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.Camera3DRoll( camera3D camera, float angle )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float angle = lua_tonumber( L, 2 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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CameraRoll( state->camera3Ds[ cameraId ], angle );
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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> view = RL.GetCamera3DViewMatrix( camera3D camera )
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Returns the camera view matrix
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- Failure return false
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- Success return Matrix
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*/
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int lcoreGetCamera3DViewMatrix( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DViewMatrix( camera3D camera )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushMatrix( L, GetCameraViewMatrix( state->camera3Ds[ cameraId ] ) );
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return 1;
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}
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/*
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> projection = RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect )
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Returns the camera projection matrix
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- Failure return false
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- Success return Matrix
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*/
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int lcoreGetCamera3DProjectionMatrix( lua_State *L ) {
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if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.GetCamera3DProjectionMatrix( camera3D camera, float aspect )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t cameraId = lua_tointeger( L, 1 );
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float aspect = lua_tonumber( L, 2 );
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if ( !validCamera3D( cameraId ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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uluaPushMatrix( L, GetCameraProjectionMatrix( state->camera3Ds[ cameraId ], aspect ) );
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return 1;
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}
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/*
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> success = RL.UpdateCamera3D( camera3D camera, int mode )
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@@ -814,13 +814,20 @@ void luaRegister() {
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assingGlobalFunction( "GetCamera3DUp", lcoreGetCamera3DUp );
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assingGlobalFunction( "GetCamera3DFovy", lcoreGetCamera3DFovy );
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assingGlobalFunction( "GetCamera3DProjection", lcoreGetCamera3DProjection );
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assingGlobalFunction( "GetCamera3DForward", lcoreGetCamera3DForward );
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assingGlobalFunction( "GetCamera3DUpNormalized", lcoreGetCamera3DUpNormalized );
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assingGlobalFunction( "GetCamera3DRight", lcoreGetCamera3DRight );
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assingGlobalFunction( "Camera3DMoveForward", lcoreCamera3DMoveForward );
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assingGlobalFunction( "Camera3DMoveUp", lcoreCamera3DMoveUp );
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assingGlobalFunction( "Camera3DMoveRight", lcoreCamera3DMoveRight );
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assingGlobalFunction( "Camera3DMoveToTarget", lcoreCamera3DMoveToTarget );
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assingGlobalFunction( "Camera3DYaw", lcoreCamera3DYaw );
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assingGlobalFunction( "Camera3DPitch", lcoreCamera3DPitch );
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assingGlobalFunction( "Camera3DRoll", lcoreCamera3DRoll );
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assingGlobalFunction( "GetCamera3DViewMatrix", lcoreGetCamera3DViewMatrix );
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assingGlobalFunction( "GetCamera3DProjectionMatrix", lcoreGetCamera3DProjectionMatrix );
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assingGlobalFunction( "UpdateCamera3D", lcoreUpdateCamera3D );
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assingGlobalFunction( "UpdateCamera3DPro", lcoreUpdateCamera3DPro );
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// assingGlobalFunction( "SetCameraMode", lcoreSetCameraMode );
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// assingGlobalFunction( "SetCameraPanControl", lcoreSetCameraPanControl );
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// assingGlobalFunction( "SetCameraAltControl", lcoreSetCameraAltControl );
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// assingGlobalFunction( "SetCameraSmoothZoomControl", lcoreSetCameraSmoothZoomControl );
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// assingGlobalFunction( "SetCameraMoveControls", lcoreSetCameraMoveControls );
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/* Input-related Keyboard. */
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assingGlobalFunction( "IsKeyPressed", lcoreIsKeyPressed );
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assingGlobalFunction( "IsKeyDown", lcoreIsKeyDown );
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