New raylib 5.5 raymath functions.
This commit is contained in:
@@ -2005,12 +2005,15 @@ void luaRegister() {
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assingGlobalFunction( "Vector2Transform", lmathVector2Transform );
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assingGlobalFunction( "Vector2Lerp", lmathVector2Lerp );
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assingGlobalFunction( "Vector2Reflect", lmathVector2Reflect );
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assingGlobalFunction( "Vector2Min", lmathVector2Min );
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assingGlobalFunction( "Vector2Max", lmathVector2Max );
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assingGlobalFunction( "Vector2Rotate", lmathVector2Rotate );
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assingGlobalFunction( "Vector2MoveTowards", lmathVector2MoveTowards );
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assingGlobalFunction( "Vector2Invert", lmathVector2Invert );
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assingGlobalFunction( "Vector2Clamp", lmathVector2Clamp );
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assingGlobalFunction( "Vector2ClampValue", lmathVector2ClampValue );
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assingGlobalFunction( "Vector2Equals", lmathVector2Equals );
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assingGlobalFunction( "Vector2Refract", lmathVector2Refract );
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/* Vector3. */
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assingGlobalFunction( "Vector3Zero", lmathVector3Zero );
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assingGlobalFunction( "Vector3One", lmathVector3One );
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@@ -2037,7 +2040,9 @@ void luaRegister() {
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assingGlobalFunction( "Vector3Transform", lmathVector3Transform );
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assingGlobalFunction( "Vector3RotateByQuaternion", lmathVector3RotateByQuaternion );
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assingGlobalFunction( "Vector3RotateByAxisAngle", lmathVector3RotateByAxisAngle );
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assingGlobalFunction( "Vector3MoveTowards", lmathVector3MoveTowards );
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assingGlobalFunction( "Vector3Lerp", lmathVector3Lerp );
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assingGlobalFunction( "Vector3CubicHermite", lmathVector3CubicHermite );
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assingGlobalFunction( "Vector3Reflect", lmathVector3Reflect );
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assingGlobalFunction( "Vector3Min", lmathVector3Min );
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assingGlobalFunction( "Vector3Max", lmathVector3Max );
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@@ -2048,6 +2053,29 @@ void luaRegister() {
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assingGlobalFunction( "Vector3ClampValue", lmathVector3ClampValue );
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assingGlobalFunction( "Vector3Equals", lmathVector3Equals );
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assingGlobalFunction( "Vector3Refract", lmathVector3Refract );
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/* Vector4. */
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assingGlobalFunction( "Vector4Zero", lmathVector4Zero );
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assingGlobalFunction( "Vector4One", lmathVector4One );
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assingGlobalFunction( "Vector4Add", lmathVector4Add );
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assingGlobalFunction( "Vector4AddValue", lmathVector4AddValue );
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assingGlobalFunction( "Vector4Subtract", lmathVector4Subtract );
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assingGlobalFunction( "Vector4SubtractValue", lmathVector4SubtractValue );
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assingGlobalFunction( "Vector4Length", lmathVector4Length );
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assingGlobalFunction( "Vector4LengthSqr", lmathVector4LengthSqr );
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assingGlobalFunction( "Vector4DotProduct", lmathVector4DotProduct );
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assingGlobalFunction( "Vector4Distance", lmathVector4Distance );
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assingGlobalFunction( "Vector4DistanceSqr", lmathVector4DistanceSqr );
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assingGlobalFunction( "Vector4Scale", lmathVector4Scale );
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assingGlobalFunction( "Vector4Multiply", lmathVector4Multiply );
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assingGlobalFunction( "Vector4Negate", lmathVector4Negate );
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assingGlobalFunction( "Vector4Divide", lmathVector4Divide );
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assingGlobalFunction( "Vector4Normalize", lmathVector4Normalize );
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assingGlobalFunction( "Vector4Min", lmathVector4Min );
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assingGlobalFunction( "Vector4Max", lmathVector4Max );
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assingGlobalFunction( "Vector4Lerp", lmathVector4Lerp );
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assingGlobalFunction( "Vector4MoveTowards", lmathVector4MoveTowards );
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assingGlobalFunction( "Vector4Invert", lmathVector4Invert );
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assingGlobalFunction( "Vector4Equals", lmathVector4Equals );
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/* Matrix. */
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assingGlobalFunction( "MatrixDeterminant", lmathMatrixDeterminant );
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assingGlobalFunction( "MatrixTrace", lmathMatrixTrace );
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@@ -2069,6 +2097,7 @@ void luaRegister() {
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assingGlobalFunction( "MatrixPerspective", lmathMatrixPerspective );
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assingGlobalFunction( "MatrixOrtho", lmathMatrixOrtho );
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assingGlobalFunction( "MatrixLookAt", lmathMatrixLookAt );
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assingGlobalFunction( "MatrixDecompose", lmathMatrixDecompose );
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/* Quaternion. */
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assingGlobalFunction( "QuaternionAdd", lmathQuaternionAdd );
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assingGlobalFunction( "QuaternionAddValue", lmathQuaternionAddValue );
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@@ -2084,6 +2113,7 @@ void luaRegister() {
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assingGlobalFunction( "QuaternionLerp", lmathQuaternionLerp );
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assingGlobalFunction( "QuaternionNlerp", lmathQuaternionNlerp );
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assingGlobalFunction( "QuaternionSlerp", lmathQuaternionSlerp );
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assingGlobalFunction( "QuaternionCubicHermiteSpline", lmathQuaternionCubicHermiteSpline );
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assingGlobalFunction( "QuaternionFromVector3ToVector3", lmathQuaternionFromVector3ToVector3 );
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assingGlobalFunction( "QuaternionFromMatrix", lmathQuaternionFromMatrix );
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assingGlobalFunction( "QuaternionToMatrix", lmathQuaternionToMatrix );
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480
src/rmath.c
480
src/rmath.c
@@ -482,6 +482,38 @@ int lmathVector2Reflect( lua_State* L ) {
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return 1;
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}
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/*
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> result = RL.Vector2Min( Vector2 v1, Vector2 v2 )
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Get min value for each pair of components
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- Success return Vector2
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*/
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int lmathVector2Min( lua_State* L ) {
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Vector2 v1 = uluaGetVector2( L, 1 );
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Vector2 v2 = uluaGetVector2( L, 2 );
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uluaPushVector2( L, Vector2Min( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector2Max( Vector2 v1, Vector2 v2 )
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Get max value for each pair of components
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- Success return Vector2
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*/
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int lmathVector2Max( lua_State* L ) {
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Vector2 v1 = uluaGetVector2( L, 1 );
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Vector2 v2 = uluaGetVector2( L, 2 );
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uluaPushVector2( L, Vector2Max( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector2Rotate( Vector2 v, float angle )
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@@ -581,6 +613,27 @@ int lmathVector2Equals( lua_State* L ) {
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return 1;
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}
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/*
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> result = RL.Vector2Refract( Vector2 v, Vector2 n, float r )
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Compute the direction of a refracted ray
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v: normalized direction of the incoming ray
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n: normalized normal vector of the interface of two optical media
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r: ratio of the refractive index of the medium from where the ray comes
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to the refractive index of the medium on the other side of the surface
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- Success return Vector2
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*/
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int lmathVector2Refract( lua_State* L ) {
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Vector2 v = uluaGetVector2( L, 1 );
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Vector2 n = uluaGetVector2( L, 2 );
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float r = luaL_checknumber( L, 3 );
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uluaPushVector2( L, Vector2Refract( v, n, r ) );
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return 1;
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}
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/*
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## Math - Vector 3
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*/
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@@ -979,6 +1032,23 @@ int lmathVector3RotateByAxisAngle( lua_State* L ) {
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return 1;
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}
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/*
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> result = RL.Vector3MoveTowards( Vector3 v, Vector3 target, float maxDistance )
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Move Vector towards target
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- Success return Vector3
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*/
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int lmathVector3MoveTowards( lua_State* L ) {
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Vector3 v = uluaGetVector3( L, 1 );
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Vector3 target = uluaGetVector3( L, 2 );
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float maxDistance = luaL_checknumber( L, 3 );
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uluaPushVector3( L, Vector3MoveTowards( v, target, maxDistance ) );
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return 1;
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}
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/*
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> result = RL.Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
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@@ -996,6 +1066,26 @@ int lmathVector3Lerp( lua_State* L ) {
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return 1;
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}
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/*
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> result = RL.Vector3CubicHermite( Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount )
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Calculate cubic hermite interpolation between two vectors and their tangents
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as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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- Success return Vector3
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*/
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int lmathVector3CubicHermite( lua_State* L ) {
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Vector3 v1 = uluaGetVector3( L, 1 );
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Vector3 tangent1 = uluaGetVector3( L, 2 );
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Vector3 v2 = uluaGetVector3( L, 3 );
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Vector3 tangent2 = uluaGetVector3( L, 4 );
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float amount = luaL_checknumber( L, 5 );
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uluaPushVector3( L, Vector3CubicHermite( v1, tangent1, v2, tangent2, amount ) );
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return 1;
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}
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/*
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> result = RL.Vector3Reflect( Vector3 v, Vector3 normal )
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@@ -1169,6 +1259,353 @@ int lmathVector3Refract( lua_State* L ) {
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return 1;
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}
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/*
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## Math - Vector4
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*/
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/*
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> result = RL.Vector4Zero()
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Vector with components value 0.0f
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- Success return Vector4
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*/
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int lmathVector4Zero( lua_State* L ) {
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uluaPushVector4( L, Vector4Zero() );
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return 1;
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}
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/*
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> result = RL.Vector4One()
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Vector with components value 1.0f
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- Success return Vector4
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*/
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int lmathVector4One( lua_State* L ) {
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uluaPushVector4( L, Vector4One() );
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return 1;
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}
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/*
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> result = RL.Vector4Add( Vector4 v1, Vector4 v2 )
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Add two vectors
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- Success return Vector4
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*/
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int lmathVector4Add( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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uluaPushVector4( L, Vector4Add( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4AddValue( Vector4 v, float add )
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Add vector and float value
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- Success return Vector4
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*/
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int lmathVector4AddValue( lua_State* L ) {
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Vector4 v = uluaGetVector4( L, 1 );
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float add = luaL_checknumber( L, 2 );
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uluaPushVector4( L, Vector4AddValue( v, add ) );
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return 1;
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}
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/*
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> result = RL.Vector4Subtract( Vector4 v1, Vector4 v2 )
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Subtract two vectors
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- Success return Vector4
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*/
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int lmathVector4Subtract( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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uluaPushVector4( L, Vector4Subtract( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4SubtractValue( Vector4 v, float sub )
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Subtract vector by float value
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- Success return Vector4
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*/
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int lmathVector4SubtractValue( lua_State* L ) {
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Vector4 v = uluaGetVector4( L, 1 );
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float sub = luaL_checknumber( L, 2 );
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uluaPushVector4( L, Vector4SubtractValue( v, sub ) );
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return 1;
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}
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/*
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> result = RL.Vector4Length( Vector4 v )
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Calculate vector length
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- Success return float
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*/
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int lmathVector4Length( lua_State* L ) {
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Vector4 v = uluaGetVector4( L, 1 );
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lua_pushnumber( L, Vector4Length( v ) );
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return 1;
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}
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/*
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> result = RL.Vector4LengthSqr( Vector4 v )
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Calculate vector square length
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- Success return float
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*/
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int lmathVector4LengthSqr( lua_State* L ) {
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Vector4 v = uluaGetVector4( L, 1 );
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lua_pushnumber( L, Vector4LengthSqr( v ) );
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return 1;
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}
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/*
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> result = RL.Vector4DotProduct( Vector4 v1, Vector4 v2 )
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Calculate two vectors dot product
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- Success return float
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*/
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int lmathVector4DotProduct( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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lua_pushnumber( L, Vector4DotProduct( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4Distance( Vector4 v1, Vector4 v2 )
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Calculate distance between two vectors
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- Success return float
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*/
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int lmathVector4Distance( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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lua_pushnumber( L, Vector4Distance( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4DistanceSqr( Vector4 v1, Vector4 v2 )
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Calculate square distance between two vectors
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- Success return float
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*/
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int lmathVector4DistanceSqr( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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lua_pushnumber( L, Vector4DistanceSqr( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4Scale( Vector4 v, float scalar )
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Multiply vector by scalar
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- Success return Vector4
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*/
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int lmathVector4Scale( lua_State* L ) {
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Vector4 v = uluaGetVector4( L, 1 );
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float scalar = luaL_checknumber( L, 2 );
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uluaPushVector4( L, Vector4Scale( v, scalar ) );
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return 1;
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}
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/*
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> result = RL.Vector4Multiply( Vector4 v1, Vector4 v2 )
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Multiply vector by vector
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- Success return Vector4
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*/
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int lmathVector4Multiply( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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uluaPushVector4( L, Vector4Multiply( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4Negate( Vector4 v )
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Negate provided vector (invert direction)
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- Success return Vector4
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*/
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int lmathVector4Negate( lua_State* L ) {
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Vector4 v = uluaGetVector4( L, 1 );
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uluaPushVector4( L, Vector4Negate( v ) );
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return 1;
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}
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/*
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> result = RL.Vector4Divide( Vector4 v1, Vector4 v2 )
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Divide vector by vector
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- Success return Vector4
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*/
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int lmathVector4Divide( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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uluaPushVector4( L, Vector4Divide( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4Normalize( Vector4 v )
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Normalize provided vector
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- Success return Vector4
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*/
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int lmathVector4Normalize( lua_State* L ) {
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Vector4 v = uluaGetVector4( L, 1 );
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uluaPushVector4( L, Vector4Normalize( v ) );
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return 1;
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}
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/*
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> result = RL.Vector4Min( Vector4 v1, Vector4 v2 )
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Get min value for each pair of components
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- Success return Vector4
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*/
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int lmathVector4Min( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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uluaPushVector4( L, Vector4Min( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4Max( Vector4 v1, Vector4 v2 )
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Get max value for each pair of components
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- Success return Vector4
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*/
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int lmathVector4Max( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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uluaPushVector4( L, Vector4Max( v1, v2 ) );
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return 1;
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}
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/*
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> result = RL.Vector4Lerp( Vector4 v1, Vector4 v2, float amount )
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Calculate linear interpolation between two vectors
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- Success return Vector4
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*/
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int lmathVector4Lerp( lua_State* L ) {
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Vector4 v1 = uluaGetVector4( L, 1 );
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Vector4 v2 = uluaGetVector4( L, 2 );
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float amount = luaL_checknumber( L, 3 );
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uluaPushVector4( L, Vector4Lerp( v1, v2, amount ) );
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return 1;
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}
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/*
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> result = RL.Vector4MoveTowards( Vector4 v, Vector4 target, float maxDistance )
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Move Vector towards target
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- Success return Vector4
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*/
|
||||
int lmathVector4MoveTowards( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
Vector4 target = uluaGetVector4( L, 2 );
|
||||
float maxDistance = luaL_checknumber( L, 3 );
|
||||
|
||||
uluaPushVector4( L, Vector4MoveTowards( v, target, maxDistance ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Invert( Vector4 v )
|
||||
|
||||
Invert the given vector
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Invert( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
|
||||
uluaPushVector4( L, Vector4Invert( v ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Equals( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Check whether two given vectors are almost equal
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int lmathVector4Equals( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
lua_pushboolean( L, Vector4Equals( v1, v2 ) == 1 );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Matrix
|
||||
*/
|
||||
@@ -1490,6 +1927,29 @@ int lmathMatrixLookAt( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> translation, rotation, scale = RL.MatrixDecompose( Matrix mat )
|
||||
|
||||
Decompose a transformation matrix into its rotational, translational and scaling components
|
||||
|
||||
- Success return Vector3, Quaternion, Vector3
|
||||
*/
|
||||
int lmathMatrixDecompose( lua_State* L ) {
|
||||
Matrix mat = uluaGetMatrix( L, 1 );
|
||||
|
||||
Vector3 translation = { 0 };
|
||||
Quaternion rotation = { 0 };
|
||||
Vector3 scale = { 0 };
|
||||
|
||||
MatrixDecompose( mat, &translation, &rotation, &scale );
|
||||
|
||||
uluaPushVector3( L, translation );
|
||||
uluaPushQuaternion( L, rotation );
|
||||
uluaPushVector3( L, scale );
|
||||
|
||||
return 3;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Quaternion
|
||||
*/
|
||||
@@ -1715,6 +2175,26 @@ int lmathQuaternionSlerp( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.QuaternionCubicHermiteSpline( Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t )
|
||||
|
||||
Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
|
||||
as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
|
||||
|
||||
- Success return Quaternion
|
||||
*/
|
||||
int lmathQuaternionCubicHermiteSpline( lua_State* L ) {
|
||||
Quaternion q1 = uluaGetQuaternion( L, 1 );
|
||||
Quaternion outTangent1 = uluaGetQuaternion( L, 2 );
|
||||
Quaternion q2 = uluaGetQuaternion( L, 3 );
|
||||
Quaternion inTangent2 = uluaGetQuaternion( L, 4 );
|
||||
float t = luaL_checknumber( L, 5 );
|
||||
|
||||
uluaPushQuaternion( L, QuaternionCubicHermiteSpline( q1, outTangent1, q2, inTangent2, t ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.QuaternionFromVector3ToVector3( Vector3 from, Vector3 to )
|
||||
|
||||
|
||||
Reference in New Issue
Block a user