New raylib 5.5 raymath functions.
This commit is contained in:
290
API.md
290
API.md
@@ -8835,6 +8835,22 @@ Calculate reflected vector to normal
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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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> 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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> result = RL.Vector2Rotate( Vector2 v, float angle )
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Rotate vector by angle
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@@ -8884,6 +8900,18 @@ Check whether two given vectors are almost equal
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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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## Math - Vector 3
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---
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@@ -9089,6 +9117,14 @@ Rotates a vector around an axis
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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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> result = RL.Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
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Calculate linear interpolation between two vectors
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@@ -9097,6 +9133,15 @@ Calculate linear interpolation between two vectors
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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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> result = RL.Vector3Reflect( Vector3 v, Vector3 normal )
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Calculate reflected vector to normal
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@@ -9185,6 +9230,186 @@ on the other side of the surface
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---
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## Math - Vector4
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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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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> 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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---
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> result = RL.Vector4Invert( Vector4 v )
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Invert the given vector
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- Success return Vector4
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---
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> result = RL.Vector4Equals( Vector4 v1, Vector4 v2 )
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Check whether two given vectors are almost equal
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- Success return bool
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---
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## Math - Matrix
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---
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@@ -9349,6 +9574,14 @@ Get camera look-at matrix (View matrix)
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---
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> translation, rotation, scale = RL.MatrixDecompose( Matrix mat )
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Decompose a transformation matrix into its rotational, translational and scaling components
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- Success return Vector3, Quaternion, Vector3
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---
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## Math - Quaternion
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---
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@@ -9465,6 +9698,15 @@ Calculates spherical linear interpolation between two quaternions
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---
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> result = RL.QuaternionCubicHermiteSpline( Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t )
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Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
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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 Quaternion
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---
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> result = RL.QuaternionFromVector3ToVector3( Vector3 from, Vector3 to )
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Calculate quaternion based on the rotation from one vector to another
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@@ -10202,6 +10444,28 @@ NOTE: We store current viewport dimensions
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---
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> RL.rlSetClipPlanes( float nearPlane, float farPlane )
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Set clip planes distances
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---
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> distance = RL.rlGetCullDistanceNear()
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Get cull plane distance near
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- Success return float
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---
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> distance = RL.rlGetCullDistanceFar()
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Get cull plane distance far
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- Success return float
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---
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## RLGL - Vertex level operations
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---
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@@ -10407,6 +10671,14 @@ Disable render texture (fbo), return to default framebuffer
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---
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> framebuffer = RL.rlGetActiveFramebuffer()
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Get the currently active render texture (fbo), 0 for default framebuffer
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- Success return int
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---
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> RL.rlActiveDrawBuffers( int count )
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Activate multiple draw color buffers
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@@ -10419,6 +10691,12 @@ Blit active framebuffer to main framebuffer
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---
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> RL.rlBindFramebuffer( int target, int framebuffer )
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Bind framebuffer (FBO)
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---
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## RLGL - General render state
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---
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@@ -10471,6 +10749,12 @@ Disable backface culling
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---
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> RL.rlColorMask( bool r, bool g, bool b, bool a )
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Color mask control
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---
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> RL.rlSetCullFace( int mode )
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Set face culling mode
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@@ -10977,6 +11261,12 @@ Set shader value matrix
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---
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> RL.rlSetUniformMatrices( int locIndex, Matrix{} mat )
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Set shader value matrices
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---
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> RL.rlSetUniformSampler( int locIndex, int textureId )
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Set shader value sampler
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254
ReiLua_API.lua
254
ReiLua_API.lua
@@ -5884,6 +5884,20 @@ function RL.Vector2Lerp( v1, v2, amount ) end
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---@return any result
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function RL.Vector2Reflect( v, normal ) end
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---Get min value for each pair of components
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---- Success return Vector2
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector2Min( v1, v2 ) end
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---Get max value for each pair of components
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---- Success return Vector2
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector2Max( v1, v2 ) end
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---Rotate vector by angle
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---- Success return Vector2
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---@param v table
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@@ -5929,6 +5943,18 @@ function RL.Vector2ClampValue( v, min, max ) end
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---@return any result
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function RL.Vector2Equals( v1, v2 ) end
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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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---@param v table
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---@param n table
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---@param r number
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---@return any result
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function RL.Vector2Refract( v, n, r ) end
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-- Math - Vector 3
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---Vector with components value 0.0f
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@@ -6100,6 +6126,14 @@ function RL.Vector3RotateByQuaternion( v, q ) end
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---@return any result
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function RL.Vector3RotateByAxisAngle( v, axis, angle ) end
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---Move Vector towards target
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---- Success return Vector3
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---@param v table
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---@param target table
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---@param maxDistance number
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---@return any result
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function RL.Vector3MoveTowards( v, target, maxDistance ) end
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---Calculate linear interpolation between two vectors
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---- Success return Vector3
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---@param v1 table
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@@ -6108,6 +6142,17 @@ function RL.Vector3RotateByAxisAngle( v, axis, angle ) end
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---@return any result
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function RL.Vector3Lerp( v1, v2, amount ) end
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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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---@param v1 table
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---@param tangent1 table
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---@param v2 table
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---@param tangent2 table
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---@param amount number
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---@return any result
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function RL.Vector3CubicHermite( v1, tangent1, v2, tangent2, amount ) end
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---Calculate reflected vector to normal
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---- Success return Vector3
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---@param v table
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@@ -6191,6 +6236,155 @@ function RL.Vector3Equals( v1, v2 ) end
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---@return any result
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function RL.Vector3Refract( v, n, r ) end
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-- Math - Vector4
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---Vector with components value 0.0f
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---- Success return Vector4
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---@return any result
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function RL.Vector4Zero() end
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---Vector with components value 1.0f
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---- Success return Vector4
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---@return any result
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function RL.Vector4One() end
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---Add two vectors
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---- Success return Vector4
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4Add( v1, v2 ) end
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---Add vector and float value
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---- Success return Vector4
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---@param v table
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---@param add number
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---@return any result
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function RL.Vector4AddValue( v, add ) end
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---Subtract two vectors
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---- Success return Vector4
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4Subtract( v1, v2 ) end
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---Subtract vector by float value
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---- Success return Vector4
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---@param v table
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---@param sub number
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---@return any result
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function RL.Vector4SubtractValue( v, sub ) end
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---Calculate vector length
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---- Success return float
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---@param v table
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---@return any result
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function RL.Vector4Length( v ) end
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---Calculate vector square length
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---- Success return float
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---@param v table
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---@return any result
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function RL.Vector4LengthSqr( v ) end
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---Calculate two vectors dot product
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---- Success return float
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4DotProduct( v1, v2 ) end
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---Calculate distance between two vectors
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---- Success return float
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4Distance( v1, v2 ) end
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---Calculate square distance between two vectors
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---- Success return float
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4DistanceSqr( v1, v2 ) end
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---Multiply vector by scalar
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---- Success return Vector4
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---@param v table
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---@param scalar number
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---@return any result
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function RL.Vector4Scale( v, scalar ) end
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---Multiply vector by vector
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---- Success return Vector4
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4Multiply( v1, v2 ) end
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---Negate provided vector (invert direction)
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---- Success return Vector4
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---@param v table
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---@return any result
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function RL.Vector4Negate( v ) end
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---Divide vector by vector
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---- Success return Vector4
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4Divide( v1, v2 ) end
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---Normalize provided vector
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---- Success return Vector4
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---@param v table
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---@return any result
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function RL.Vector4Normalize( v ) end
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---Get min value for each pair of components
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---- Success return Vector4
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4Min( v1, v2 ) end
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---Get max value for each pair of components
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---- Success return Vector4
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---@param v1 table
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---@param v2 table
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---@return any result
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function RL.Vector4Max( v1, v2 ) end
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---Calculate linear interpolation between two vectors
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---- Success return Vector4
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---@param v1 table
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---@param v2 table
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---@param amount number
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---@return any result
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function RL.Vector4Lerp( v1, v2, amount ) end
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---Move Vector towards target
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---- Success return Vector4
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---@param v table
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---@param target table
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---@param maxDistance number
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---@return any result
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function RL.Vector4MoveTowards( v, target, maxDistance ) end
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---Invert the given vector
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---- Success return Vector4
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---@param v table
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---@return any result
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function RL.Vector4Invert( v ) end
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|
||||
---Check whether two given vectors are almost equal
|
||||
---- Success return bool
|
||||
---@param v1 table
|
||||
---@param v2 table
|
||||
---@return any result
|
||||
function RL.Vector4Equals( v1, v2 ) end
|
||||
|
||||
-- Math - Matrix
|
||||
|
||||
---Compute matrix determinant
|
||||
@@ -6331,6 +6525,14 @@ function RL.MatrixOrtho( left, right, bottom, top, near, far ) end
|
||||
---@return any result
|
||||
function RL.MatrixLookAt( eye, target, up ) end
|
||||
|
||||
---Decompose a transformation matrix into its rotational, translational and scaling components
|
||||
---- Success return Vector3, Quaternion, Vector3
|
||||
---@param mat table
|
||||
---@return any translation
|
||||
---@return any rotation
|
||||
---@return any scale
|
||||
function RL.MatrixDecompose( mat ) end
|
||||
|
||||
-- Math - Quaternion
|
||||
|
||||
---Add two quaternions
|
||||
@@ -6429,6 +6631,17 @@ function RL.QuaternionNlerp( q1, q2, amount ) end
|
||||
---@return any result
|
||||
function RL.QuaternionSlerp( q1, q2, amount ) end
|
||||
|
||||
---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
|
||||
---@param q1 table
|
||||
---@param outTangent1 table
|
||||
---@param q2 table
|
||||
---@param inTangent2 table
|
||||
---@param t number
|
||||
---@return any result
|
||||
function RL.QuaternionCubicHermiteSpline( q1, outTangent1, q2, inTangent2, t ) end
|
||||
|
||||
---Calculate quaternion based on the rotation from one vector to another
|
||||
---- Success return Quaternion
|
||||
---@param from table
|
||||
@@ -7138,6 +7351,22 @@ function RL.rlOrtho( left, right, bottom, top, znear, zfar ) end
|
||||
---@return any RL.rlViewport
|
||||
function RL.rlViewport( viewport ) end
|
||||
|
||||
---Set clip planes distances
|
||||
---@param nearPlane number
|
||||
---@param farPlane number
|
||||
---@return any RL.rlSetClipPlanes
|
||||
function RL.rlSetClipPlanes( nearPlane, farPlane ) end
|
||||
|
||||
---Get cull plane distance near
|
||||
---- Success return float
|
||||
---@return any distance
|
||||
function RL.rlGetCullDistanceNear() end
|
||||
|
||||
---Get cull plane distance far
|
||||
---- Success return float
|
||||
---@return any distance
|
||||
function RL.rlGetCullDistanceFar() end
|
||||
|
||||
-- RLGL - Vertex level operations
|
||||
|
||||
---Initialize drawing mode (how to organize vertex)
|
||||
@@ -7298,6 +7527,11 @@ function RL.rlEnableFramebuffer( id ) end
|
||||
---@return any RL.rlDisableFramebuffer
|
||||
function RL.rlDisableFramebuffer() end
|
||||
|
||||
---Get the currently active render texture (fbo), 0 for default framebuffer
|
||||
---- Success return int
|
||||
---@return any framebuffer
|
||||
function RL.rlGetActiveFramebuffer() end
|
||||
|
||||
---Activate multiple draw color buffers
|
||||
---@param count integer
|
||||
---@return any RL.rlActiveDrawBuffers
|
||||
@@ -7310,6 +7544,12 @@ function RL.rlActiveDrawBuffers( count ) end
|
||||
---@return any RL.rlBlitFramebuffer
|
||||
function RL.rlBlitFramebuffer( srcRect, dstRect, bufferMask ) end
|
||||
|
||||
---Bind framebuffer (FBO)
|
||||
---@param target integer
|
||||
---@param framebuffer integer
|
||||
---@return any RL.rlBindFramebuffer
|
||||
function RL.rlBindFramebuffer( target, framebuffer ) end
|
||||
|
||||
-- RLGL - General render state
|
||||
|
||||
---Enable color blending
|
||||
@@ -7344,6 +7584,14 @@ function RL.rlEnableBackfaceCulling() end
|
||||
---@return any RL.rlDisableBackfaceCulling
|
||||
function RL.rlDisableBackfaceCulling() end
|
||||
|
||||
---Color mask control
|
||||
---@param r boolean
|
||||
---@param g boolean
|
||||
---@param b boolean
|
||||
---@param a boolean
|
||||
---@return any RL.rlColorMask
|
||||
function RL.rlColorMask( r, g, b, a ) end
|
||||
|
||||
---Set face culling mode
|
||||
---@param mode integer
|
||||
---@return any RL.rlSetCullFace
|
||||
@@ -7777,6 +8025,12 @@ function RL.rlSetUniform( locIndex, value, uniformType, count ) end
|
||||
---@return any RL.rlSetUniformMatrix
|
||||
function RL.rlSetUniformMatrix( locIndex, mat ) end
|
||||
|
||||
---Set shader value matrices
|
||||
---@param locIndex integer
|
||||
---@param mat table
|
||||
---@return any RL.rlSetUniformMatrices
|
||||
function RL.rlSetUniformMatrices( locIndex, mat ) end
|
||||
|
||||
---Set shader value sampler
|
||||
---@param locIndex integer
|
||||
---@param textureId integer
|
||||
|
||||
@@ -20,6 +20,8 @@ DETAILED CHANGES:
|
||||
- ADDED: DrawModelPoints, DrawModelPointsEx, ExportMeshAsCode and UpdateModelAnimationBones.
|
||||
- ADDED: rlSetClipPlanes, rlGetCullDistanceNear, rlGetCullDistanceFar, rlGetActiveFramebuffer,
|
||||
rlBindFramebuffer, rlColorMask and rlSetUniformMatrices.
|
||||
- ADDED: Vector2Min, Vector2Max, Vector2Refract, Vector3MoveTowards, Vector3CubicHermite,
|
||||
QuaternionCubicHermiteSpline, MatrixDecompose and Vector4* functions.
|
||||
|
||||
------------------------------------------------------------------------
|
||||
Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0
|
||||
|
||||
@@ -34,12 +34,15 @@ int lmathVector2Normalize( lua_State* L );
|
||||
int lmathVector2Transform( lua_State* L );
|
||||
int lmathVector2Lerp( lua_State* L );
|
||||
int lmathVector2Reflect( lua_State* L );
|
||||
int lmathVector2Min( lua_State* L );
|
||||
int lmathVector2Max( lua_State* L );
|
||||
int lmathVector2Rotate( lua_State* L );
|
||||
int lmathVector2MoveTowards( lua_State* L );
|
||||
int lmathVector2Invert( lua_State* L );
|
||||
int lmathVector2Clamp( lua_State* L );
|
||||
int lmathVector2ClampValue( lua_State* L );
|
||||
int lmathVector2Equals( lua_State* L );
|
||||
int lmathVector2Refract( lua_State* L );
|
||||
/* Vector3. */
|
||||
int lmathVector3Zero( lua_State* L );
|
||||
int lmathVector3One( lua_State* L );
|
||||
@@ -66,7 +69,9 @@ int lmathVector3OrthoNormalize( lua_State* L );
|
||||
int lmathVector3Transform( lua_State* L );
|
||||
int lmathVector3RotateByQuaternion( lua_State* L );
|
||||
int lmathVector3RotateByAxisAngle( lua_State* L );
|
||||
int lmathVector3MoveTowards( lua_State* L );
|
||||
int lmathVector3Lerp( lua_State* L );
|
||||
int lmathVector3CubicHermite( lua_State* L );
|
||||
int lmathVector3Reflect( lua_State* L );
|
||||
int lmathVector3Min( lua_State* L );
|
||||
int lmathVector3Max( lua_State* L );
|
||||
@@ -77,6 +82,29 @@ int lmathVector3Clamp( lua_State* L );
|
||||
int lmathVector3ClampValue( lua_State* L );
|
||||
int lmathVector3Equals( lua_State* L );
|
||||
int lmathVector3Refract( lua_State* L );
|
||||
/* Vector4. */
|
||||
int lmathVector4Zero( lua_State* L );
|
||||
int lmathVector4One( lua_State* L );
|
||||
int lmathVector4Add( lua_State* L );
|
||||
int lmathVector4AddValue( lua_State* L );
|
||||
int lmathVector4Subtract( lua_State* L );
|
||||
int lmathVector4SubtractValue( lua_State* L );
|
||||
int lmathVector4Length( lua_State* L );
|
||||
int lmathVector4LengthSqr( lua_State* L );
|
||||
int lmathVector4DotProduct( lua_State* L );
|
||||
int lmathVector4Distance( lua_State* L );
|
||||
int lmathVector4DistanceSqr( lua_State* L );
|
||||
int lmathVector4Scale( lua_State* L );
|
||||
int lmathVector4Multiply( lua_State* L );
|
||||
int lmathVector4Negate( lua_State* L );
|
||||
int lmathVector4Divide( lua_State* L );
|
||||
int lmathVector4Normalize( lua_State* L );
|
||||
int lmathVector4Min( lua_State* L );
|
||||
int lmathVector4Max( lua_State* L );
|
||||
int lmathVector4Lerp( lua_State* L );
|
||||
int lmathVector4MoveTowards( lua_State* L );
|
||||
int lmathVector4Invert( lua_State* L );
|
||||
int lmathVector4Equals( lua_State* L );
|
||||
/* Matrix. */
|
||||
int lmathMatrixDeterminant( lua_State* L );
|
||||
int lmathMatrixTrace( lua_State* L );
|
||||
@@ -98,6 +126,7 @@ int lmathMatrixFrustum( lua_State* L );
|
||||
int lmathMatrixPerspective( lua_State* L );
|
||||
int lmathMatrixOrtho( lua_State* L );
|
||||
int lmathMatrixLookAt( lua_State* L );
|
||||
int lmathMatrixDecompose( lua_State* L );
|
||||
/* Quaternion. */
|
||||
int lmathQuaternionAdd( lua_State* L );
|
||||
int lmathQuaternionAddValue( lua_State* L );
|
||||
@@ -113,6 +142,7 @@ int lmathQuaternionDivide( lua_State* L );
|
||||
int lmathQuaternionLerp( lua_State* L );
|
||||
int lmathQuaternionNlerp( lua_State* L );
|
||||
int lmathQuaternionSlerp( lua_State* L );
|
||||
int lmathQuaternionCubicHermiteSpline( lua_State* L );
|
||||
int lmathQuaternionFromVector3ToVector3( lua_State* L );
|
||||
int lmathQuaternionFromMatrix( lua_State* L );
|
||||
int lmathQuaternionToMatrix( lua_State* L );
|
||||
|
||||
@@ -2005,12 +2005,15 @@ void luaRegister() {
|
||||
assingGlobalFunction( "Vector2Transform", lmathVector2Transform );
|
||||
assingGlobalFunction( "Vector2Lerp", lmathVector2Lerp );
|
||||
assingGlobalFunction( "Vector2Reflect", lmathVector2Reflect );
|
||||
assingGlobalFunction( "Vector2Min", lmathVector2Min );
|
||||
assingGlobalFunction( "Vector2Max", lmathVector2Max );
|
||||
assingGlobalFunction( "Vector2Rotate", lmathVector2Rotate );
|
||||
assingGlobalFunction( "Vector2MoveTowards", lmathVector2MoveTowards );
|
||||
assingGlobalFunction( "Vector2Invert", lmathVector2Invert );
|
||||
assingGlobalFunction( "Vector2Clamp", lmathVector2Clamp );
|
||||
assingGlobalFunction( "Vector2ClampValue", lmathVector2ClampValue );
|
||||
assingGlobalFunction( "Vector2Equals", lmathVector2Equals );
|
||||
assingGlobalFunction( "Vector2Refract", lmathVector2Refract );
|
||||
/* Vector3. */
|
||||
assingGlobalFunction( "Vector3Zero", lmathVector3Zero );
|
||||
assingGlobalFunction( "Vector3One", lmathVector3One );
|
||||
@@ -2037,7 +2040,9 @@ void luaRegister() {
|
||||
assingGlobalFunction( "Vector3Transform", lmathVector3Transform );
|
||||
assingGlobalFunction( "Vector3RotateByQuaternion", lmathVector3RotateByQuaternion );
|
||||
assingGlobalFunction( "Vector3RotateByAxisAngle", lmathVector3RotateByAxisAngle );
|
||||
assingGlobalFunction( "Vector3MoveTowards", lmathVector3MoveTowards );
|
||||
assingGlobalFunction( "Vector3Lerp", lmathVector3Lerp );
|
||||
assingGlobalFunction( "Vector3CubicHermite", lmathVector3CubicHermite );
|
||||
assingGlobalFunction( "Vector3Reflect", lmathVector3Reflect );
|
||||
assingGlobalFunction( "Vector3Min", lmathVector3Min );
|
||||
assingGlobalFunction( "Vector3Max", lmathVector3Max );
|
||||
@@ -2048,6 +2053,29 @@ void luaRegister() {
|
||||
assingGlobalFunction( "Vector3ClampValue", lmathVector3ClampValue );
|
||||
assingGlobalFunction( "Vector3Equals", lmathVector3Equals );
|
||||
assingGlobalFunction( "Vector3Refract", lmathVector3Refract );
|
||||
/* Vector4. */
|
||||
assingGlobalFunction( "Vector4Zero", lmathVector4Zero );
|
||||
assingGlobalFunction( "Vector4One", lmathVector4One );
|
||||
assingGlobalFunction( "Vector4Add", lmathVector4Add );
|
||||
assingGlobalFunction( "Vector4AddValue", lmathVector4AddValue );
|
||||
assingGlobalFunction( "Vector4Subtract", lmathVector4Subtract );
|
||||
assingGlobalFunction( "Vector4SubtractValue", lmathVector4SubtractValue );
|
||||
assingGlobalFunction( "Vector4Length", lmathVector4Length );
|
||||
assingGlobalFunction( "Vector4LengthSqr", lmathVector4LengthSqr );
|
||||
assingGlobalFunction( "Vector4DotProduct", lmathVector4DotProduct );
|
||||
assingGlobalFunction( "Vector4Distance", lmathVector4Distance );
|
||||
assingGlobalFunction( "Vector4DistanceSqr", lmathVector4DistanceSqr );
|
||||
assingGlobalFunction( "Vector4Scale", lmathVector4Scale );
|
||||
assingGlobalFunction( "Vector4Multiply", lmathVector4Multiply );
|
||||
assingGlobalFunction( "Vector4Negate", lmathVector4Negate );
|
||||
assingGlobalFunction( "Vector4Divide", lmathVector4Divide );
|
||||
assingGlobalFunction( "Vector4Normalize", lmathVector4Normalize );
|
||||
assingGlobalFunction( "Vector4Min", lmathVector4Min );
|
||||
assingGlobalFunction( "Vector4Max", lmathVector4Max );
|
||||
assingGlobalFunction( "Vector4Lerp", lmathVector4Lerp );
|
||||
assingGlobalFunction( "Vector4MoveTowards", lmathVector4MoveTowards );
|
||||
assingGlobalFunction( "Vector4Invert", lmathVector4Invert );
|
||||
assingGlobalFunction( "Vector4Equals", lmathVector4Equals );
|
||||
/* Matrix. */
|
||||
assingGlobalFunction( "MatrixDeterminant", lmathMatrixDeterminant );
|
||||
assingGlobalFunction( "MatrixTrace", lmathMatrixTrace );
|
||||
@@ -2069,6 +2097,7 @@ void luaRegister() {
|
||||
assingGlobalFunction( "MatrixPerspective", lmathMatrixPerspective );
|
||||
assingGlobalFunction( "MatrixOrtho", lmathMatrixOrtho );
|
||||
assingGlobalFunction( "MatrixLookAt", lmathMatrixLookAt );
|
||||
assingGlobalFunction( "MatrixDecompose", lmathMatrixDecompose );
|
||||
/* Quaternion. */
|
||||
assingGlobalFunction( "QuaternionAdd", lmathQuaternionAdd );
|
||||
assingGlobalFunction( "QuaternionAddValue", lmathQuaternionAddValue );
|
||||
@@ -2084,6 +2113,7 @@ void luaRegister() {
|
||||
assingGlobalFunction( "QuaternionLerp", lmathQuaternionLerp );
|
||||
assingGlobalFunction( "QuaternionNlerp", lmathQuaternionNlerp );
|
||||
assingGlobalFunction( "QuaternionSlerp", lmathQuaternionSlerp );
|
||||
assingGlobalFunction( "QuaternionCubicHermiteSpline", lmathQuaternionCubicHermiteSpline );
|
||||
assingGlobalFunction( "QuaternionFromVector3ToVector3", lmathQuaternionFromVector3ToVector3 );
|
||||
assingGlobalFunction( "QuaternionFromMatrix", lmathQuaternionFromMatrix );
|
||||
assingGlobalFunction( "QuaternionToMatrix", lmathQuaternionToMatrix );
|
||||
|
||||
480
src/rmath.c
480
src/rmath.c
@@ -482,6 +482,38 @@ int lmathVector2Reflect( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector2Min( Vector2 v1, Vector2 v2 )
|
||||
|
||||
Get min value for each pair of components
|
||||
|
||||
- Success return Vector2
|
||||
*/
|
||||
int lmathVector2Min( lua_State* L ) {
|
||||
Vector2 v1 = uluaGetVector2( L, 1 );
|
||||
Vector2 v2 = uluaGetVector2( L, 2 );
|
||||
|
||||
uluaPushVector2( L, Vector2Min( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector2Max( Vector2 v1, Vector2 v2 )
|
||||
|
||||
Get max value for each pair of components
|
||||
|
||||
- Success return Vector2
|
||||
*/
|
||||
int lmathVector2Max( lua_State* L ) {
|
||||
Vector2 v1 = uluaGetVector2( L, 1 );
|
||||
Vector2 v2 = uluaGetVector2( L, 2 );
|
||||
|
||||
uluaPushVector2( L, Vector2Max( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector2Rotate( Vector2 v, float angle )
|
||||
|
||||
@@ -581,6 +613,27 @@ int lmathVector2Equals( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector2Refract( Vector2 v, Vector2 n, float r )
|
||||
|
||||
Compute the direction of a refracted ray
|
||||
v: normalized direction of the incoming ray
|
||||
n: normalized normal vector of the interface of two optical media
|
||||
r: ratio of the refractive index of the medium from where the ray comes
|
||||
to the refractive index of the medium on the other side of the surface
|
||||
|
||||
- Success return Vector2
|
||||
*/
|
||||
int lmathVector2Refract( lua_State* L ) {
|
||||
Vector2 v = uluaGetVector2( L, 1 );
|
||||
Vector2 n = uluaGetVector2( L, 2 );
|
||||
float r = luaL_checknumber( L, 3 );
|
||||
|
||||
uluaPushVector2( L, Vector2Refract( v, n, r ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Vector 3
|
||||
*/
|
||||
@@ -979,6 +1032,23 @@ int lmathVector3RotateByAxisAngle( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector3MoveTowards( Vector3 v, Vector3 target, float maxDistance )
|
||||
|
||||
Move Vector towards target
|
||||
|
||||
- Success return Vector3
|
||||
*/
|
||||
int lmathVector3MoveTowards( lua_State* L ) {
|
||||
Vector3 v = uluaGetVector3( L, 1 );
|
||||
Vector3 target = uluaGetVector3( L, 2 );
|
||||
float maxDistance = luaL_checknumber( L, 3 );
|
||||
|
||||
uluaPushVector3( L, Vector3MoveTowards( v, target, maxDistance ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
|
||||
|
||||
@@ -996,6 +1066,26 @@ int lmathVector3Lerp( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector3CubicHermite( Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount )
|
||||
|
||||
Calculate cubic hermite interpolation between two vectors and their tangents
|
||||
as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
|
||||
|
||||
- Success return Vector3
|
||||
*/
|
||||
int lmathVector3CubicHermite( lua_State* L ) {
|
||||
Vector3 v1 = uluaGetVector3( L, 1 );
|
||||
Vector3 tangent1 = uluaGetVector3( L, 2 );
|
||||
Vector3 v2 = uluaGetVector3( L, 3 );
|
||||
Vector3 tangent2 = uluaGetVector3( L, 4 );
|
||||
float amount = luaL_checknumber( L, 5 );
|
||||
|
||||
uluaPushVector3( L, Vector3CubicHermite( v1, tangent1, v2, tangent2, amount ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector3Reflect( Vector3 v, Vector3 normal )
|
||||
|
||||
@@ -1169,6 +1259,353 @@ int lmathVector3Refract( lua_State* L ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Vector4
|
||||
*/
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Zero()
|
||||
|
||||
Vector with components value 0.0f
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Zero( lua_State* L ) {
|
||||
uluaPushVector4( L, Vector4Zero() );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4One()
|
||||
|
||||
Vector with components value 1.0f
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4One( lua_State* L ) {
|
||||
uluaPushVector4( L, Vector4One() );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Add( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Add two vectors
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Add( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4Add( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4AddValue( Vector4 v, float add )
|
||||
|
||||
Add vector and float value
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4AddValue( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
float add = luaL_checknumber( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4AddValue( v, add ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Subtract( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Subtract two vectors
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Subtract( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4Subtract( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4SubtractValue( Vector4 v, float sub )
|
||||
|
||||
Subtract vector by float value
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4SubtractValue( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
float sub = luaL_checknumber( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4SubtractValue( v, sub ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Length( Vector4 v )
|
||||
|
||||
Calculate vector length
|
||||
|
||||
- Success return float
|
||||
*/
|
||||
int lmathVector4Length( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
|
||||
lua_pushnumber( L, Vector4Length( v ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4LengthSqr( Vector4 v )
|
||||
|
||||
Calculate vector square length
|
||||
|
||||
- Success return float
|
||||
*/
|
||||
int lmathVector4LengthSqr( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
|
||||
lua_pushnumber( L, Vector4LengthSqr( v ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4DotProduct( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Calculate two vectors dot product
|
||||
|
||||
- Success return float
|
||||
*/
|
||||
int lmathVector4DotProduct( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
lua_pushnumber( L, Vector4DotProduct( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Distance( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Calculate distance between two vectors
|
||||
|
||||
- Success return float
|
||||
*/
|
||||
int lmathVector4Distance( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
lua_pushnumber( L, Vector4Distance( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4DistanceSqr( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Calculate square distance between two vectors
|
||||
|
||||
- Success return float
|
||||
*/
|
||||
int lmathVector4DistanceSqr( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
lua_pushnumber( L, Vector4DistanceSqr( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Scale( Vector4 v, float scalar )
|
||||
|
||||
Multiply vector by scalar
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Scale( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
float scalar = luaL_checknumber( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4Scale( v, scalar ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Multiply( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Multiply vector by vector
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Multiply( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4Multiply( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Negate( Vector4 v )
|
||||
|
||||
Negate provided vector (invert direction)
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Negate( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
|
||||
uluaPushVector4( L, Vector4Negate( v ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Divide( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Divide vector by vector
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Divide( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4Divide( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Normalize( Vector4 v )
|
||||
|
||||
Normalize provided vector
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Normalize( lua_State* L ) {
|
||||
Vector4 v = uluaGetVector4( L, 1 );
|
||||
|
||||
uluaPushVector4( L, Vector4Normalize( v ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Min( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Get min value for each pair of components
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Min( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4Min( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Max( Vector4 v1, Vector4 v2 )
|
||||
|
||||
Get max value for each pair of components
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Max( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
|
||||
uluaPushVector4( L, Vector4Max( v1, v2 ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4Lerp( Vector4 v1, Vector4 v2, float amount )
|
||||
|
||||
Calculate linear interpolation between two vectors
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
int lmathVector4Lerp( lua_State* L ) {
|
||||
Vector4 v1 = uluaGetVector4( L, 1 );
|
||||
Vector4 v2 = uluaGetVector4( L, 2 );
|
||||
float amount = luaL_checknumber( L, 3 );
|
||||
|
||||
uluaPushVector4( L, Vector4Lerp( v1, v2, amount ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> result = RL.Vector4MoveTowards( Vector4 v, Vector4 target, float maxDistance )
|
||||
|
||||
Move Vector towards target
|
||||
|
||||
- Success return Vector4
|
||||
*/
|
||||
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