Model set/get transform and bug fixes.
This commit is contained in:
59
src/rmath.c
59
src/rmath.c
@@ -342,7 +342,7 @@ int lmathVector3Subtract( lua_State *L ) {
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}
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/*
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> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
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> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
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Multiply vector by vector
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@@ -411,7 +411,7 @@ int lmathVector3Perpendicular( lua_State *L ) {
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/*
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> result = RL_Vector3Length( Vector3 v )
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Calculate one vector perpendicular vector
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Calculate vector length
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- Failure return false
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- Success return float
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@@ -559,11 +559,11 @@ int lmathVector3Transform( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 v1 = uluaGetVector3( L );
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lua_pop( L, 1 );
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Matrix mat = uluaGetMatrix( L );
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lua_pop( L, 1 );
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Vector3 v = uluaGetVector3( L );
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uluaPushVector3( L, Vector3Transform( v1, mat ) );
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uluaPushVector3( L, Vector3Transform( v, mat ) );
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return 1;
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}
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@@ -582,11 +582,11 @@ int lmathVector3RotateByQuaternion( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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Vector3 v1 = uluaGetVector3( L );
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lua_pop( L, 1 );
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Quaternion q = uluaGetQuaternion( L );
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lua_pop( L, 1 );
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Vector3 v = uluaGetVector3( L );
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uluaPushVector3( L, Vector3RotateByQuaternion( v1, q ) );
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uluaPushVector3( L, Vector3RotateByQuaternion( v, q ) );
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return 1;
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}
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@@ -764,7 +764,7 @@ int lmathMatrixAdd( lua_State *L ) {
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}
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/*
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> result = RL_MatrixAdd( Matrix left, Matrix right )
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> result = RL_MatrixSubtract( Matrix left, Matrix right )
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Subtract two matrices (left - right)
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@@ -889,15 +889,14 @@ int lmathMatrixFrustum( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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// float far = lua_tonumber( L, -1 );
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// float near = lua_tonumber( L, -2 );
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// float top = lua_tonumber( L, -3 );
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// float bottom = lua_tonumber( L, -4 );
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// float right = lua_tonumber( L, -5 );
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// float left = lua_tonumber( L, -6 );
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float far = lua_tonumber( L, -1 );
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float near = lua_tonumber( L, -2 );
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float top = lua_tonumber( L, -3 );
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float bottom = lua_tonumber( L, -4 );
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float right = lua_tonumber( L, -5 );
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float left = lua_tonumber( L, -6 );
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// uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) );
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uluaPushMatrix( L, MatrixFrustum( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
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uluaPushMatrix( L, MatrixFrustum( left, right, bottom, top, near, far ) );
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return 1;
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}
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@@ -916,13 +915,12 @@ int lmathMatrixPerspective( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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// float far = lua_tonumber( L, -1 );
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// float near = lua_tonumber( L, -2 );
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// float aspect = lua_tonumber( L, -3 );
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// float fovy = lua_tonumber( L, -4 );
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float far = lua_tonumber( L, -1 );
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float near = lua_tonumber( L, -2 );
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float aspect = lua_tonumber( L, -3 );
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float fovy = lua_tonumber( L, -4 );
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// uluaPushMatrix( L, MatrixPerspective( fovy, aspect, near, far ) );
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uluaPushMatrix( L, MatrixPerspective( lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
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uluaPushMatrix( L, MatrixPerspective( fovy, aspect, near, far ) );
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return 1;
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}
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@@ -942,15 +940,14 @@ int lmathMatrixOrtho( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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// float far = lua_tonumber( L, -1 );
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// float near = lua_tonumber( L, -2 );
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// float top = lua_tonumber( L, -3 );
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// float bottom = lua_tonumber( L, -4 );
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// float right = lua_tonumber( L, -5 );
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// float left = lua_tonumber( L, -6 );
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float far = lua_tonumber( L, -1 );
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float near = lua_tonumber( L, -2 );
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float top = lua_tonumber( L, -3 );
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float bottom = lua_tonumber( L, -4 );
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float right = lua_tonumber( L, -5 );
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float left = lua_tonumber( L, -6 );
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// uluaPushMatrix( L, MatrixOrtho( left, right, bottom, top, near, far ) );
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uluaPushMatrix( L, MatrixOrtho( lua_tonumber( L, -6 ), lua_tonumber( L, -5 ), lua_tonumber( L, -4 ), lua_tonumber( L, -3 ), lua_tonumber( L, -2 ), lua_tonumber( L, -1 ) ) );
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uluaPushMatrix( L, MatrixOrtho( left, right, bottom, top, near, far ) );
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return 1;
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}
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