New raylib 5.5 functions.

This commit is contained in:
jussi
2024-11-21 00:11:31 +02:00
parent 479726a5e4
commit 4c0eb17a9c
22 changed files with 1121 additions and 187 deletions

View File

@@ -982,6 +982,40 @@ int lmodelsDrawModelWiresEx( lua_State* L ) {
return 0;
}
/*
> RL.DrawModelPoints( Model model, Vector3 position, float scale, Color tint )
Draw a model as points
*/
int lmodelsDrawModelPoints( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
float scale = luaL_checknumber( L, 3 );
Color tint = uluaGetColor( L, 4 );
DrawModelPoints( *model, position, scale, tint );
return 0;
}
/*
> RL.DrawModelPointsEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model as points with extended parameters
*/
int lmodelsDrawModelPointsEx( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
Vector3 position = uluaGetVector3( L, 2 );
Vector3 rotationAxis = uluaGetVector3( L, 3 );
float rotationAngle = luaL_checknumber( L, 4 );
Vector3 scale = uluaGetVector3( L, 5 );
Color tint = uluaGetColor( L, 6 );
DrawModelPointsEx( *model, position, rotationAxis, rotationAngle, scale, tint );
return 0;
}
/*
> RL.DrawBoundingBox( BoundingBox box, Color color )
@@ -1286,6 +1320,21 @@ int lmodelsExportMesh( lua_State* L ) {
return 1;
}
/*
> success = RL.ExportMeshAsCode( Mesh mesh, string fileName )
Export mesh as code file (.h) defining multiple arrays of vertex attributes
- Success return bool
*/
int lmodelsExportMeshAsCode( lua_State* L ) {
Mesh* mesh = uluaGetMesh( L, 1 );
lua_pushboolean( L, ExportMeshAsCode( *mesh, luaL_checkstring( L, 2 ) ) );
return 1;
}
/*
> boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
@@ -2190,6 +2239,21 @@ int lmodelsUpdateModelAnimation( lua_State* L ) {
return 0;
}
/*
> RL.UpdateModelAnimationBones( Model model, ModelAnimation animation, int frame )
Update model animation mesh bone matrices (GPU skinning)
*/
int lmodelsUpdateModelAnimationBones( lua_State* L ) {
Model* model = uluaGetModel( L, 1 );
ModelAnimation* animation = uluaGetModelAnimation( L, 2 );
int frame = luaL_checkinteger( L, 3 );
UpdateModelAnimationBones( *model, *animation, frame );
return 0;
}
/*
> RL.UnloadModelAnimation( ModelAnimation animation )